Image-Based Lighting


About

I implemented an image-based lighting/brdf project for CS399 – Advanced Real Time Rendering Techniques, an independent study class I took in the Spring 2018 semester. This lighting calculation uses a lobe of samples of a sky-sphere to calculate the specular color and uses an irradiance map sample of the that sky sphere to calculate the diffuse color. Because the sky spheres used for this project are hdr images, a simple global tone mapping operator was implemented. The code for this project can be found at the tip of illumination branch of my repository used for this class which can be found here: https://github.com/qbz223/Falcor/tree/Illumination .

Screenshots

A shiny metallic teapot

 

Spheres with increasing diffuse factor on the X axis and increasing specular factor on the Y axis

 

Spheres with increasing shininess factor on the X axis and increasing specular factor on the Y axis

 

Spheres with increasing shininess factor on the X axis and increasing specular factor on the Y axis (with a different sky sphere)