6 Physically Based Rendering Using the glTF 2.0 Shading Model

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This chapter will cover the integration of physically based rendering (PBR) into your graphics applications. We use the glTF 2.0 shading model as an example. PBR is not a single specific technique but rather a set of concepts, like using measured surface values and realistic shading models, to accurately represent real-world materials. Adding PBR to your graphics application or retrofitting an existing rendering engine with PBR might be challenging, as it requires multiple big tasks that work simultaneously before a ...

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