Tag: realtime graphics

KinskiGL now using Physically Based Rendering (PBR)

recently I invested some time to catch up with current state-of-the-art realtime rendering techniques. after digesting the siggraph 2013 course notes from Epic I started implementing a new material and lighting system within kinskiGL. helpful resources along the way were also the “Physics and Math of Shading” presentation by Naty Hoffman and “Realtime Rendering” by Tomas Akenine-Moeller. […]