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srpbr is a simple software-renderer with pbr shading model, easy to understand, easy to debug.

features

  1. pure c++ 11 implementation
  2. left-hand z-up coordinate system
  3. software-rasterizer
  4. perspective-correct interpolation
  5. z-buffer (reverse-z tech / z-test / z-write)
  6. back culling / frustum culling / viewport clip
  7. support wavefront .obj file
  8. physically-based-shading with ibl
  9. bilinear / trilinear texture sample
  10. cube map sample
  11. reinhard toon-mapping

ibl precompute

generate ibl textures from an environment cubemap

  1. indirect diffuse lighting
    • precompute indirect diffuse lighting stored in an irradiance map from a radiance map(environment cubemap)
    generate_irradiance_map("./resource/ibl_textures/env.png", "./resource/ibl_textures/irradiance.png");
  2. indirect specular lighting
    • Split Sum Approximation, result in two part
    generate_prefilter_envmap("./resource/ibl_textures/env.png", "./resource/ibl_textures/prefilter");
    generate_BRDF_LUT("./resource/brdf_lut.png");

result

depth buffer
direct lighting only
with ibl
standard pbr with ibl

see more

https://niepp.github.io/2016/05/20/PBR-notes.html