PBR: Material Editor – Update 9

Editor click picking

There is only one month left to finish this project. The due date is May 8th and there is still some work to do. I would like to use this post to list the things that I would like to integrate, the things I have to integrate and the things…

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PBR: Material Editor – Update 8

At this point of the development I have to focus on the final implementation and in the details, I have left to finish. Most of the work is at least done; however, I still have some details to finish and, more importantly, I still have some parts to implement inside…

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PBR: Material Editor – Update 6

Unreal Engine 4: Physically Based Rendering Nowadays PBR is one of the most common topics in modern games, rendering engines and artists workflows. PBR is another shading technique based on energy conservation and physical properties. Classical shading techniques use the direction of the light and the position of the eye…

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PBR: Material Editor – Update 5

This fifth week I was supposed to be working on the initial implementation of PBR and IBL; however, this week I have been pretty busy with some work/university stuff, even so, I have been working on some other tasks I was needing to complete before the realistic material implementation. One…

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PBR: Material Editor – Update 3

FBX Review Logo

Rendering This week I have been working in multiple areas I thought should be done before continuing developing the main aspects of the application. For this third week I was supposed to be working on the component system of the engine; however, I finished most of the components two weeks…

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The sponza palace is one of the most popular 3D scenes for testing global illumination and radiosity, due to its specific architectural structure which is particularly complex for global illumination. The first model was created by Marko Dabrovic in 2002. Our first assignment in the real-time graphics signature was to…

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