OCCT PBR in WebGL 1.0
Sat, 03/27/2021 - 22:46
OCCT 7.5.0 has introduced PBR (physically-based rendering) metal-roughness material workflow in it’s real-time rendering engine. This feature brings more realistic rendering of metal materials and, which might be even more important, an industry-adopted material definition supported by many 3D applications (thanks to glTF 2.0 aka “JPEG for 3D” wide adoption).

PBR is considerably much more computationally intensive compared to old simplified approximations like Phong/Gouraud shading models, and involves a lot of optimization tricks to bring PBR to real-time. At the moment of development of PBR in OCCT, OpenGL 3.0 (released in ‘2008) with it’s mobile counterpart OpenGL ES 3.0 (specs released ‘2012) was considered a good baseline covering the majority of modern devices for PBR implementation. But what about WebGL?





