PBR Spheres
Microfacet BRDF with IBL: GGX, Smith masking, Fresnel (Schlick), environment prefiltering.
Overview
A small renderer showcasing physically‑based shading on spheres with varying roughness and metalness. IBL uses prefiltered environment maps and a BRDF LUT. Punctual lights are supported for specular highlights.
Highlights
- GGX/Trowbridge‑Reitz NDF with Smith GGX masking‑shadowing
- Schlick Fresnel and energy‑conserving diffuse/specular split
- Environment prefilter (roughness mip chain) and integrated BRDF LUT
Tech
- Languages: C++ and HLSL/GLSL (adapt per target)
- API: Vulkan / D3D / WebGL2 (choose your target)