- tweak roughness dielectric diffuse/alberdo specular
- Select equation term by term
- Select model and textures
- tweak color, light and gamma
- shader reload
- enable/disable textures (diffuse/roughness/metallic/hdrenv)
- edit and see shader
- edit and see term with equation
- save & share materials using values from http://seblagarde.wordpress.com/2012/04/30/dontnod-specular-and-glossiness-chart/
- more lights
- IBL & area lights
- tiled/forward/deferred
Alexandre Pestana for the idea, dx11 shader implementations of a pbr_viewer
- http://graphicrants.blogspot.ca/2013/08/specular-brdf-reference.html
- http://simonstechblog.blogspot.fr/2011/12/microfacet-brdf.html
- http://blog.selfshadow.com/publications/s2013-shading-course/
- http://blog.selfshadow.com/publications/s2012-shading-course/
- http://renderwonk.com/publications/s2010-color-course/
- http://renderwonk.com/publications/s2010-shading-course/
- http://lousodrome.net/blog/light/2011/12/27/readings-on-physically-based-rendering/
- http://interplayoflight.wordpress.com/2013/12/30/readings-on-physically-based-rendering/
- http://seblagarde.wordpress.com/2012/04/30/dontnod-specular-and-glossiness-chart/
- http://blog.selfshadow.com/2011/07/22/specular-showdown/
- http://renderwonk.com/blog/index.php/archive/distribution-based-brdfs/
- http://www.thetenthplanet.de/archives/255
- http://c0de517e.blogspot.fr/2013/12/notes-on-epics-area-lights.html
- http://mmikkelsen3d.blogspot.fr/2011/12/so-finally-no-tangents-bump-demo-is-up.html
- http://colinbarrebrisebois.com/category/reoriented-normal-mapping/
- http://aras-p.info/blog/2012/03/27/tiled-forward-shading-links/
- http://lousodrome.net/blog/light/2013/05/26/gamma-correct-and-hdr-rendering-in-a-32-bits-buffer/
- http://filmicgames.com/archives/581
- http://mycodefit.com/?p=52
- http://www.realtimerendering.com/blog/deferred-lighting-approaches
- http://pixelstoomany.wordpress.com/2008/07/05/another-day-another-hdr-rendering-trick-and-some-hope-for-the-future/
- http://gameangst.com/?p=441
- http://graphicsrunner.blogspot.co.uk/search/label/Dual-Paraboloid
- http://fgiesen.wordpress.com/category/graphics-pipeline/
- http://the-witness.net/news/2010/09/hemicube-rendering-and-integration/
- http://www.realtimerendering.com/index.html
- https://github.com/YuqinShao/Tile_Based_WebGL_DeferredShader
- http://codeflow.org/entries/2012/aug/25/webgl-deferred-irradiance-volumes/
- http://alteredqualia.com/xg/examples/deferred_tubelights.html
- http://diaryofagraphicsprogrammer.blogspot.fr/2013/09/call-for-new-post-processing-pipeline.html
- [webgl](http://patapom.com/topics/WebGL/BRDF/ + same author wiki http://wiki.nuaj.net/index.php?title=BRDF)
- [disney] (http://www.disneyanimation.com/technology/brdf.html) + instructions
- bv
- Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs -An Overview of BRDF Models
- Rational BRDF
- Distribution-based BRDFs
- Fast, Arbitrary BRDF Shading for Low-Frequency Lighting Using Spherical Harmonics -Accurate fitting of measured reflectances using a Shifted Gamma micro-facet distribution
- The scattering of electromagnetic waves from rough surfaces
- Models of Light Reflection for Computer Synthesized Pictures
- An Inexpensive BRDF Model for Physically-based Rendering
- Bidirectional Reflection Functions from Surface Bump Maps
- Geometrical considerations and nomenclature for reflectance
- Making shaders more physically plausible
- https://github.com/mmp/pbrt-v2 (from the book)
- https://www.mitsuba-renderer.org/