PBR Part 3: The Radiance Integral

Took a few more days than I expected, but now let's jump right into it. This is a direct continuation of the last post about Image-Based Lighting. So, we need a PMREM for the indirect specular lighting. But the CubeMapGen tool that we've been using doesn't support the Cook-Torrence Microfacet model that's being used. So, the math for that has to be done manually. What we need to do is solve an equation called the radiance integral, shown below: This can be solved with a techn

A quick look at Physically-Based Rendering (Part 1 of a series)

Hello there, internet! For my first blog post, I'm going to talk about how I've tackled Physically-Based Rendering (PBR) in my own graphics engine. This post is not meant to be a tutorial, and assumes the reader already understands the concepts and math used. If you want a quick rundown of the process, here is a good tutorial (and the basis for my current work). So, first, to the drawing board. What exactly do we need for PBR? 1. Diffuse term (N * L) 2. Specular term a. Cook/