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PBr

Physically Based Rendering (PBR) is a shading approach used in computer graphics to simulate how light interacts with real-world materials. Its aim is to produce images that look plausible under a wide range of lighting conditions by enforcing physical plausibility and energy conservation.

PBR relies on a small set of material properties and a physically based lighting model. The core

Materials in PBR are typically described with maps and a few core parameters. The metallic-roughness workflow

Lighting in PBR uses physically plausible BRDFs, usually a Cook–Torrance model with a microfacet distribution (commonly

PBR has been widely adopted in real-time engines such as Unreal Engine and Unity, as well as

idea
is
to
separate
how
a
surface
reflects
light
from
how
that
light
is
produced,
using
microfacet
theory
and
Fresnel
effects
to
approximate
real
materials.
The
result
is
more
consistent
appearance
across
different
environments
and
camera
angles
than
older,
purely
empirical
shading
models.
is
the
most
common
today:
base
color
(albedo),
a
metallic
map
(metal
vs
non-metal),
a
roughness
map
(surface
microfacet
roughness),
plus
normal
or
height
maps
and
often
an
ambient
occlusion
map.
Subsurface
scattering
is
handled
separately
for
specialized
materials.
A
second,
less
common
specular-glossiness
workflow
is
still
seen
in
some
pipelines.
GGX)
and
Fresnel
terms.
Realistic
results
are
often
achieved
with
image-based
lighting,
where
environment
maps
provide
distant
illumination
that
is
prefiltered
for
roughness
levels.
in
offline
rendering.
While
it
improves
consistency
and
realism,
it
depends
on
accurate
material
definitions,
proper
color
spaces,
and
appropriate
lighting
to
avoid
perceptual
inconsistencies.