These are vital for image-based lighting, as, if you remember from last time, the approach of IBL was to approximate all of the light coming from a scene (global illumination) by using a series of images which encode the intensity of light from a scene in the real world. Today we’ll be looking at some of the more complex assets which we had to generate ourselves: the bi-directional reflectance distribution function (BRDF) lookup texture, the environment map, the irradiance map, and the prefiltered reflection map. ![]() If these terms don’t mean a lot to you, then why not take a look at part one of this blog post series which covered the basics of PBR and IBL, as well as some of the assets used in the demo. This document is a guide to the PowerVR SDK demo, ImageBasedLighting, which implements physically-based rendering (PBR) with image-based lighting (IBL). ![]() A few weeks ago we introduced Physically-Based Rendering with Image-Based Lighting for PowerVR – which has been published on.
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