A physical based shader using three.js
User can teak roughness and frenel value of the model.
Also you can switch different methods in the Cook-Torrance microfacet specular BRDF.
You also can play around the environment.
Screen Shots:
Mainly based on these resources
-
http://graphicrants.blogspot.ca/2013/08/specular-brdf-reference.html
-
http://simonstechblog.blogspot.com/2011/12/microfacet-brdf.html
-
http://graphicrants.blogspot.ca/2013/08/specular-brdf-reference.html
Other resources:
-
http://blog.selfshadow.com/publications/s2013-shading-course/
-
http://www.gamedev.net/topic/638197-cook-torrance-brdf-general/
-
http://www.gamingfreedom.org/content/21/14-cook-torrance.pdf
-
http://lousodrome.net/blog/light/tag/physically-based-rendering/page/2/
-
http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
-
http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf