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