q3k's experiments in realtime 3d rendering. Rust + Vulkan.
 
 
 
 
 
 
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q3k 29ff5f6eb4 engine/render/vulkan: analytic lighting and PBR basics
We implement a simple PBR shader that uses off-the-shelf maths from
[Kar13]. I attempt to trace and cite as much as possible, but the amount
of different approaches from both industry and academia makes it quite
difficult to find exact papers to cite - especially as my mathematical
skills are not high enough to derive, or check the derivation for any of
these myself.

[Kar13]
Brian Karis. 2013. "Real Shading in Unreal Engine 4"
URL: https://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
2020-07-23 18:29:11 +02:00
assets engine: textures 2020-05-09 00:40:47 +02:00
engine engine/render/vulkan: analytic lighting and PBR basics 2020-07-23 18:29:11 +02:00
third_party *: add q3d 2020-05-29 03:43:49 +02:00
tools/bzl shaders: triangle, build stuff 2020-01-19 01:41:45 +01:00
.gitignore cargo -> bazel 2020-01-19 00:27:11 +01:00
WORKSPACE *: add q3d 2020-05-29 03:43:49 +02:00