[x3d-public] beyond Blinn-Phong: PBR

Andreas Plesch andreasplesch at gmail.com
Sun Jan 20 10:57:02 PST 2019


For glTF inline support, PBR shading will be required. The glTF spec. has
an example implementation for PBR but for anybody who wants to dive in
more, there is the free

http://www.pbr-book.org

It seems somewhat artificially inflated and is based on ray tracing but
explains the foundational PBR concepts in depth, and in code.

I just wanted to share that resource but will point out that x3dom will
have a PhysicalMaterial node and an EnvironmentLight node which are used by
the glTF loader.

Andreas


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