User Tools

Site Tools


specular_lys

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
Next revision Both sides next revision
specular_lys [2017/05/15 00:38]
adavies
specular_lys [2017/05/15 21:55]
adavies [Reflected Beam]
Line 46: Line 46:
 ---- ----
  
 +
 +==== Image Based Lighting Sample Shader ====
 +
 +In the following we describe how to use cube maps generated with Lys in a shader for image based lighting. We also provide a free, complete IBL sample shader & associated source files.
 +
 +Please see the [[ibl_sample_shader_lys|Image Based Lighting Sample Shader]] page for more details.
  
 ==== Computing MIP Levels From Specular Power/​Roughness ==== ==== Computing MIP Levels From Specular Power/​Roughness ====
Line 126: Line 132:
  
 Note that our implementation of BurleyToMip() below differs from the more typical form as cube maps convolved in Lys are based on RdotL and not NdotH. You can find a more detailed description in [[specular_lys#​pre-convolved_cube_maps_vs_path_tracers|Pre-convolved Cube Maps vs Path Tracers]]. Note that our implementation of BurleyToMip() below differs from the more typical form as cube maps convolved in Lys are based on RdotL and not NdotH. You can find a more detailed description in [[specular_lys#​pre-convolved_cube_maps_vs_path_tracers|Pre-convolved Cube Maps vs Path Tracers]].
 +
 +Despite the difference in distribution of MIPs the lit specular response resulting from the generated “roughness texture” will be identical to other PBR based game engines and tools.
  
 <code glsl>​float BurleyToMip(float fPerceptualRoughness,​ int nMips, float NdotR) <code glsl>​float BurleyToMip(float fPerceptualRoughness,​ int nMips, float NdotR)
Line 247: Line 255:
 ==== Reflected Beam ==== ==== Reflected Beam ====
  
-[{{https://​s3.amazonaws.com/​docs.knaldtech.com/​docuwiki/​reflected_beam_new.png?​nolink&​1075 |The view direction v reflected by dH will result in dR. Given the existing symmetry the central direction r of dR will result in dV when reflected by dH.}}] +[{{https://​s3.amazonaws.com/​docs.knaldtech.com/​docuwiki/​reflected_beam_new.png?​nolink&​1075 |The view direction v reflected by dH will result in dR. Given the existing symmetry the central direction r of dR will result in dV when reflected by dH.}}]\\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\
- +
- +
- +
-\\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\+
  
 As an approximation we can correlate size of solid angle with "blur strength"​and replace ''​h_dot_r''​ with ''​n_dot_r''​. So ultimately what we do is adjust our specular power in the following way: As an approximation we can correlate size of solid angle with "blur strength"​and replace ''​h_dot_r''​ with ''​n_dot_r''​. So ultimately what we do is adjust our specular power in the following way:
specular_lys.txt · Last modified: 2017/05/23 03:49 (external edit)