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Physically Based Rendering (PBR) in 10 minutes Understanding a new rendering model for realistic and consistent graphics

If you happened to be at the NVIDIA GTC conference last week, you may have seen a Qt demo we developed showing a Dodge Viper in the Toradex booth. If that Viper looked especially cool, that’s partially because it was displayed using Physically Based Rendering (PBR). Alright… what exactly is PBR, and can I use it in my projects?

In a sentence, PBR replaces common shortcuts for rendering surfaces with methodologies rooted in the physical world. Sound intriguing? Download our whitepaper for a ten minute introduction to the subject and how it may affect you. What’s your experience with Qt and PBR?… Any other questions?

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is a senior software engineer at KDAB where he heads up our UK office and also leads the 3D R&D team. He has been developing with C++ and Qt since 1998 and is Qt 3D Maintainer and lead developer in the Qt Project. Sean has broad experience and a keen interest in scientific visualization and animation in OpenGL and Qt. He holds a PhD in Astrophysics along with a Masters in Mathematics and Astrophysics.

1 thought on “Physically Based Rendering (PBR) in 10 minutes”

  1. Physically based rendering is great because it simpifies the asset creation process, and it makes it difficult for the artists to create unrealistic results. It is usually paired with a streamlined asset creation pipeline, with all the reference materials and the like.

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