nfginola / dx11_pbr

D3D11 - Technique - Mini-exploration into PBR and HDR

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dx11_pbr

A smaller project where I explore PBR (unfinished) and HDR while also trying out other ways to structure rendering code

  • Physically Based Shading (Metallic/Roughness workflow, no IBL for now)
  • Tone-mapping (rendering HDR and mapping to LDR)
  • Normal mapping
  • Emissive textures
  • HDR Skybox
  • Point lights
  • Assimp model loading (glTF for PBR models)
  • Instanced object rendering
  • ImGUI hook

PBR Models Alt text Alt text Alt text

Metallic map Alt text

Roughness map Alt text

Tone-mapping Alt text

HDR Skybox Alt text

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D3D11 - Technique - Mini-exploration into PBR and HDR

License:MIT License


Languages

Language:C++ 89.4%Language:HLSL 10.4%Language:C 0.2%