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Physically based rendering (PBR)

Hardware På svenska → Updated: 2026-10-25

A shading model built on energy conservation and measurable material parameters, so a surface looks right under any lighting instead of being hand-tuned per scene.

Instead of the arbitrary shininess numbers the Phong and Blinn-Phong models demanded, PBR describes a material with physically meaningful values — albedo, roughness and metalness (or specular/glossiness) — fed through a microfacet BRDF, usually Cook-Torrance. Reflected light can never exceed the incoming light, which is the whole point: the same material holds up in harsh sun and at dusk without anyone touching a slider.

Brent Burley's "principled BRDF" (Disney, SIGGRAPH 2012) gathered scattered parameters into a handful of intuitive ones, and Unreal Engine 4 (2014) and Frostbite made the model an industry default. The textures rarely arrive alone — normal mapping, specular mapping and ambient occlusion feed in the detail.

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