Physically Based Rendering: Difference between revisions
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== In Source == | == In Source == | ||
{{ | {{source|4}} does not ship with PBR by default. However, there have been attempts to address the absence of it. | ||
<br> | |||
There are two third-party {{source|3.1|nt=2}} branch that uses PBR: | |||
*{{tfbranch|4}} | |||
*{{stratabranch|4}} | |||
== See Also == | == See Also == |
Revision as of 00:32, 10 April 2023
Physically based rendering (PBR) is an approach in computer graphics that seeks to render graphics in a way that more accurately models the flow of light in the real world. Many PBR pipelines have the accurate simulation of photorealism as their goal. Feasible and quick approximations of the bidirectional reflectance distribution function and rendering equation are of mathematical importance in this field. Photogrammetry may be used to help discover and encode accurate optical properties of materials. Shaders may be used to implement PBR principles.
In Source
Source does not ship with PBR by default. However, there have been attempts to address the absence of it.
There are two third-party Source 1 engine branch that uses PBR: