PBR with IBL on DirectX 12
This is a work in progress. Right now I am working on implementing image based lighting.
Project Details
At the moment of writing I am figuring out how to implement image base lighting.
So far I have implemented physically based rendering for punctual light sources. You can
see debug layers for normal distribution function, Fresnel with Schlick approximation and geometry
distribution with Schlick approximation below.
Image Gallery
Geometry distribution function (Schlick approximation).
Normal distribution function (GGX).
Fresnel (Schlick approximation).
Final result for punctual direct light source without IBL and without MSAA.
Phong shading without MSAA.