This demo showcases an implementation of Physically Based Rendering (PBR) built on top of a custom engine, Pandora. The rendering is done via WebGPU, allowing it to run on most desktop browsers with hardware acceleration enabled.

Materials

The carrier was authored in Blender and uses a metallic/roughness model (rather than specular/glossiness) as required by the glTF 3D format, allowing for a straightforward export workflow from Blender’s Principled BRDF materials into the engine. The model uses colour, metallic, roughness, normal and emissive maps at 4K resolution.

<screenshot of maps goes here>

Future work to support KTX2 textures is planned and expected to significantly reduce the file size of the high resolution maps, as well as improve loading times due to hardware decompression.

Tangents: screen-space vs explicit

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