Computer Graphics II - HDR & Physically Based Rendering & Image Based Lighting & Shadows
Final Project Of The Term: HDR, PBR, IBL, Shadow Mapping (Bunch of Terms) Hello again! This time we are concluding up the spring term of Computer Graphics II here in METU of 2022-2023. We'll be playing with high dynamic ranges (HDR's), physically based rendering (PBR), image based lighting (IBL) and shadow mapping techniques. It will be a good way to sum up the term! Let's begin, shall we? Let's go step by step, and it will make much more sense what we are dealing with. We have many things at our hands at once to tackle, but there's no need to overload ourselves. Our first step will be HDR: HDR Here you can see an example of a lighting that is based on high dynamic ranging. In contrast to LDR, HDR allows you to have lights and bright spots on the image, far brighter than the usual amount. Thus, if you decide to have an object that is less shinier than a perfect metal, HDR's light sources will be much more persistent and create a more realistic lighting. In ord...