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 17:19]
adavies [Image Based Lighting Sample Shader]
specular_lys [2017/05/15 21:55]
adavies [Reflected Beam]
Line 132: 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 253: 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)