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Behold! A Teapot – Writing a Physically Based Shader in GLSL – Lawrence Boye – Technical Artist
YEAR
2015
PROJECT
Physically Based GLSL Shader
LANGUAGE
GLSL
ROLE
Tech Art & FX
ENGINE
OpenGL
STATUS
Complete


About the Shader


Cook-Torrance BRDFs are the foundation of current physically based shading systems. I wrote my own version of a Cook-Torrance based off Siggraph papers published by Disney and Epic. Physically based shading takes into account microsurface roughness and obeys basic laws of reciprocity. This makes the shading algorithm look more ‘real’ compared to Blinn or Phong shading. Cook-Torrance shaders are however several magnitudes more complex than Blinn/Phong.

 
 





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