PHYSICALLY BASED RENDERING IN OPENGL

The main goal of this project was to improve my understanding of OpenGL and learn about physically based rendering. It was my first time creating my own renderer with a logical architecture. After loading in and displaying a model using Assimp and LearnOpenGL as the source, I started learning about PBR. My main sources for it were LearnOpenGL, Google’s Filament renderer and the Real Shading in Unreal Engine 4 paper. I also used Filament as an inspiration for implementation.

The code can be found on my GitHub.

Below are some screenshots of the results:

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