PBR Spheres

Microfacet BRDF with IBL: GGX, Smith masking, Fresnel (Schlick), environment prefiltering.

PBR spheres thumbnail

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)