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<<jme3/advanced/pbr_part1#,In Part one>>, I explained what you had to know about Physically Based Rendering if you were an artist. If you’re a developer, and reading this article, you may have tried, or are planning to implement your own PBR system. If you started to read some of the available literature, you’ve probably been struck by the math complexity of it, and by the lack of explanation of the big picture. You usually see articles that focus on specifics parts of the process, and don’t talk much about other parts as they are assumed easier. At some point you have to assemble all these parts, and I had a hard time figuring out how to do it in my readings. I guess it’s considered basic stuff for other authors, but I think it deserves its proper explanation.
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<<jme3/advanced/pbr_part1#,In Part one>>, I explained what you had to know about Physically Based Rendering if you were an artist. If you’re a developer, and reading this article, you may have tried, or are planning to implement your own PBR system. If you started to read some of the available literature, you’ve probably been struck by the math complexity of it, and by the lack of explanation of the big picture. You usually see articles that focus on specifics parts of the process, and don’t talk much about other parts as they are assumed easier. At some point you have to assemble all these parts, and I had a hard time figuring out how to do it in my readings. I guess it’s considered basic stuff for other authors, but I think it deserves its proper explanation.
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