Skills:
Physical Based Shading, Global Illumination, BRDF (Bidirtional Reflectance Distribution Function), Disney PBR Principal
Tools:
C++, OpenGL, GLFW, GLM
What I learned:
∙ Created iridescent car paint shader using HLSL
∙ Achieved knowledge on how to drape 3D cloth and simulate it in a real-time engine.
∙ Deform
Responsible for:
Instance Rendering,
Physical Based Shading, Global Illumination, BRDF (Bidirtional Reflectance Distribution Function), Disney PBR Principal
Tools:
C++, OpenGL, GLFW, GLM
What I learned:
∙ Created iridescent car paint shader using HLSL
∙ Achieved knowledge on how to drape 3D cloth and simulate it in a real-time engine.
∙ Deform
Responsible for:
Instance Rendering,
Physically Based Rendering
Albedo: 0.8
Roughness:
Metallic:
Albedo:
Roughness:
Metallic:
Albedo: 0.8
Roughness:
Metallic:
Albedo: 0.8
Roughness:
Metallic:
BRDF Concepts
Fresnel Effect (Schlick Approximation)
Concept: The Fresnel effect describes how the amount of reflected light increases as the angle between the light and surface normal approaches 90°. Schlick's approximation provides an efficient way to calculate this effect.
GTR Distribution Models
Concept: The GTR (Generalized Trowbridge-Reitz) models describe how microfacets are distributed on a surface, which in turn controls the spread of specular reflections.
Subsurface Scattering (SSS)
Concept: Subsurface scattering simulates how light penetrates a translucent material, scatters within, and exits at a different point. This effect is important for materials like skin, wax, or milk.
Anisotropic Reflections
Concept: Anisotropic materials like brushed metals, hair, or fabrics reflect light differently depending on the surface's direction. The GGX distribution is used for handling anisotropic reflections.
Disney BRDF
Disney BSDF