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Rendering Physically Based Bugs

I continued the work on the PBR rendering demo for my game engine jan-kelemen/niku. Although I thought most of the preparation work was already done, I guess it’s never enough for things like this.

Here is a complete diff between the state shown previously and as it is now. The video demonstrates a couple of scenes and assets shown previously. Illumination is done with point lights using linear attenuation.

I switched to using PBR Neutral tone mapping and real linear to sRGB conversion instead of Reinhard tone mapping and gamma correction. They look better, here is a nice comparison of various tone mapping functions.

Preparing For Physically Based Rendering

First official devlog of my game engine jan-kelemen/niku!

Since I’ve moved the code to a dedicated repository, I’ve done some work on the rendering side of things. The first goal is to get a Physically Based Rendering (PBR) working in at least somewhat reusable state for other projects. I started by making a demo application that displays glTF files. The current state of the demo is shown in the video below.

It doesn’t do any PBR for now, but most of the preparation work is done, I’ll start working on the PBR soon™.

Jan Kelemen

Software, mountain bikes and old cars