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Showing posts from July, 2015

Image based lighting notes

These are some of my notes from implementing image based lighting, a.k.a. IBL. I thought I understood it pretty well until I started implementing it. Now, after a lot of reading, discussing and trying things out, I'm finally getting back to the stage where I tentatively believe I understand it. Hopefully these notes will save future me, or anyone else reading them, from going through the same difficulty. I'll update them if I find out anything further. Some helpful references GPU-Based Importance Sampling , GPU Gems 3, Chapter 20 . Real-Time Computation of Dynamic Irradiance Maps , GPU Gems 2, Chaper 10. Physically Based Shading in Theory and Practice , SIGGRAPH 2013 Course. In particular, the course notes for "Real Shading in Unreal Engine 4" are very helpful. The radiance integral $$L_o(v) = L_e(v) + \int_\Omega L_i(l) f(l, v) (n \circ l) dl$$ The amount of light reflected at some point on a surface is the sum, over all incoming directions, o