I implemented the Unreal Engine 4 Physically Based Rendering pipeline based on a Qt Application using OpenGL.
Physically Based Rendering is a technique used to realistically render any mesh. One can toggle between metallic, plastic, opaque, and transparent features using the Torrence-Sparrow specular model of rendering micro-facet materials, in which I implemented both the diffuse scattering and glossy scattering. Essentially, I implemented a precomputed diffuse and glossy map of values given the Fresnel-Schlick equations, which I then sample in realtime in order to map the values to different uvs on the texture in the shader output of this program. As per usual, a more detailed write up is linked here to my 3D Instagram account, where I detail the process and more low-level comments.
Below are some photos of some of the renders that I made with the PBR shader, as well as a video showcasing its features.
Plastic
Metallic rough
Metallic smooth
Lambert
More renders from the shader.