Multiple meshes loading from .ply or .off files. Plys preferred as they provide UV textures.
Individual control over meshes position, size and orientation through GUI.
Multiple point lights with control over color, intensity and position through GUI.
Fully Physically Based Shading of objects including albedo, metallic, ambient occlusion and roughness map.
Normal mapping with TBM matrix computed on the fly by the graphic card.
Shadow Map for 1 light generated by simulating a directionnal light (WIP) with Percentage Closer Filtering
Skybox transformed from equirectangular to cubemap at runtime
Environnement based diffuse lighting with irradiance map baked on the fly from environnement map
Specular IBL using split sum approximation by Epic Games (Unreal Engine 4) with precomputation at startup.