|
|
@@ -1,11 +1,11 @@
|
|
|
= Physically Based Rendering – Part Three
|
|
|
|
|
|
image::irradianceMap.png[irradianceMap,with="320",height="250",align="center"]
|
|
|
-*Note* : after several discussions in the team, I realized that some points were not clear in the “PBR for artists” post. I’ve made an update with additional information on how to handle metalness and specular. <<jme3/advanced/pbr_part1#,I invite you to read it>>.
|
|
|
+*Note* : after several discussions in the team, I realized that some points were not clear in the “PBR for artists” post. I’ve made an update with additional information on how to handle metalness and specular. <<pbr_part1#,I invite you to read it>>.
|
|
|
|
|
|
== Image Based Lighting in PBR
|
|
|
|
|
|
-In the <<jme3/advanced/pbr_part2#,previous post>>, I talked about the basics of PBR for developers, and explained the different steps of the lighting process with PBR.
|
|
|
+In the <<pbr_part2#,previous post>>, I talked about the basics of PBR for developers, and explained the different steps of the lighting process with PBR.
|
|
|
|
|
|
As said before, PBR does not necessarily imply to have indirect lighting, But that’s what makes it look so good.
|
|
|
|
|
|
@@ -107,7 +107,7 @@ As an example, for the previous shot, I was using this method, with 1024 samples
|
|
|
|
|
|
Epic games came with a solution to this issue for Unreal Engine 4. Others did too, actually, but Epic games made it public in this paper, from Brian Karis. I can’t thank them enough for this.
|
|
|
|
|
|
- In this link:http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf[paper], they explain how they do it in UE4. They use a method they called the *Split Sum Approximation*. It doesn’t make the computation faster, but it transforms it so that it can be baked in two prefiltered textures.
|
|
|
+In this link:http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf[paper], they explain how they do it in UE4. They use a method they called the *Split Sum Approximation*. It doesn’t make the computation faster, but it transforms it so that it can be baked in two prefiltered textures.
|
|
|
|
|
|
* The prefiltered environment map
|
|
|
|