From 13d6076a5feb383c0039bd2db9a149ac0014af56 Mon Sep 17 00:00:00 2001 From: saschawillems Date: Sun, 11 Jun 2017 12:41:45 +0200 Subject: [PATCH] Readme formatting, typos --- README.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/README.md b/README.md index c4ff55be..3c2b22a9 100644 --- a/README.md +++ b/README.md @@ -230,17 +230,17 @@ Implements ambient occlusion in screen space, adding depth with the help of ambi ## Physically based rendering -Physical based rendering as a lighting technique that achieves a more realistic and dynamic look by applying approximations of bidirectional reflectance distribution functions that rely on measured real-world material parameters and environment lighting. +*Physical based rendering as a lighting technique that achieves a more realistic and dynamic look by applying approximations of bidirectional reflectance distribution functions that rely on measured real-world material parameters and environment lighting.* ### [Physical shading basics](pbrbasic/) -Basic implementation of a metallic-roughness based physical based rendering model using measured material parameters. Implements a specular BRDF based on material parameters for metallic reflectance, surface roughness and color and displays a grid of objects with varying metallic and roughness parameters light by mutliple fixed light sources. +Basic implementation of a metallic-roughness based physical based rendering model using measured material parameters. Implements a specular BRDF based on material parameters for metallic reflectance, surface roughness and color and displays a grid of objects with varying metallic and roughness parameters light by multiple fixed light sources. ### [Physical shading with image based lighting](pbribl/) -Adds ```image based lighting``` to the PBR equation. IBL uses the surrounding environment as a single light source. This adds an even more realistic look the models as the light contribution used by the materials is now controled by the environment. The sample uses a fixed HDR environment cubemap as for lighting and reflectance. The new textures and cubemaps required for the enhanced lighting (BRDF 2D-LUT, irradiance cube and a filtered cube based on roughness) are generated at run-time based on that cubemap. +Adds ```image based lighting``` to the PBR equation. IBL uses the surrounding environment as a single light source. This adds an even more realistic look the models as the light contribution used by the materials is now controlled by the environment. The sample uses a fixed HDR environment cubemap as for lighting and reflectance. The new textures and cubemaps required for the enhanced lighting (BRDF 2D-LUT, irradiance cube and a filtered cube based on roughness) are generated at run-time based on that cubemap. ### [Physical shading with textures and image based lighting](pbrtexture/)