# Nadrin/PBR

An implementation of physically based shading & image based lighting in D3D11, D3D12, Vulkan, and OpenGL 4.

Repository: https://github.com/Nadrin/PBR
Canonical: https://ross.abutalabs.com/products/pbr
Homepage: https://www.siejak.pl/projects/pbr
Language: C++
License: MIT
License Family: permissive
Topics: physically-based-rendering, pbr, opengl, d3d11, d3d12, vulkan, graphics
Last push: 2021-10-30T05:00:51+00:00

## Health v2 (maintenance only)
Score: 32/100 (v2, computed 2026-09-02T17:46:02.011165+00:00)
- activity 0, release rhythm 35, longevity 100
- inputs: {"age_days": 3412, "days_push": 1768, "days_rel": null, "gap_med": null, "n_releases_24m": 0}
- flags: no_releases
- formula: round(0.45*activity + 0.35*rhythm + 0.20*longevity); archived -> min(score, 10)

## Adoption (not part of the score)
Stars 1522, forks 116 (observed 2026-08-28T04:04:57.969508+00:00)

## What it is
A demo application implementing physically based shading and image based lighting in four graphics APIs: OpenGL 4.5, Vulkan, Direct3D 11, and Direct3D 12. Each API implementation is self-contained and heavily commented, intended as a side-by-side educational comparison of modern graphics APIs.

## Use cases
- learn physically based rendering techniques
- compare Vulkan vs Direct3D vs OpenGL implementations
- study Cook-Torrance BRDF and image based lighting code
- see how compute shaders filter environment maps
- reference example for writing a PBR shader
- learn modern graphics API usage with a non-trivial demo

## When to choose
- you want commented, minimal reference code for PBR and IBL
- you want to compare the same renderer written across four graphics APIs
- you are learning Vulkan, D3D11/12, or OpenGL 4.5 with a concrete example

## When to avoid
- you need a production-ready or optimized rendering engine
- you need macOS support
- you need an actively maintained project with recent updates

## Facets
- artifact type: application
- maturity: maintenance
- function: graphics, simulation, developer-tools
- domain: graphics, developer-tools, tutorials
- platform: windows, cpp, cross-platform
- tags: physically-based-rendering, image-based-lighting, vulkan, opengl, direct3d, shading, educational-demo, graphics-apis, game-development, linux

## Member repositories
- Nadrin/PBR (main) score 32

## Provenance
- Observed fields: from GitHub, fetched 2026-08-28T04:04:57.969508+00:00.
- Health v2: computed from the inputs above; adoption is never an input.
- Inferred fields (summary, facets, guidance): AI-extracted, prompt v1, taxonomy v1, on 2026-08-30T04:31:46.230492+00:00, confidence not recorded.
  - readme: https://github.com/Nadrin/PBR (fetched 2026-08-28T04:04:57.969508+00:00, sha 1df8ca74c768)
  - homepage: https://www.siejak.pl/projects/pbr (fetched 2026-08-29T11:34:39.891958+00:00, sha 119d5db91a19)
- Data as of 2026-08-30T08:39:29.467469+00:00.
