PBR envtools
by Cedric Pinson / @trigrou
@sketchfab
Micro geometry
Surface rough
Surface plane
Approximation
Diffuse / Specular
Microfacet Specular BRDF [1]
Diffuse [2]
Image Based Lighting
Use enfironment as lightsource
image from hdri-hub.com [3]
Prefiltering Environment
- Mitsuba [4] for reference
- Diffuse, Cubemap / SH - cubemapgen [5]
- Specular, Cubemap - UE4 [6], Frostbite [7]
WebGL Stats [8]
Panorama lod fallback
better alternative Octahedral projection [10]
Envtools [11]
- Spherical Harmonics for diffuse
- Panorama and Cubemap GGX
- Environment preview
- Blurred environment background
- Color encoding (float,rgbe,rgbm,luv)
- MulitThread / OpenCL
Samples count
- Depends on the HDR range
- Depends on roughness level
Samples range:1500
1024
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2048
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4096
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8192
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16384
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32768
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65536
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Importance Sampling [12]
Importance Sampling [12]
Color Encoding
float
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rgbm
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rgbe
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luv
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Color Encoding
float
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rgbm
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rgbe
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luv
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Storage 256
Interleave
size |
format |
encoding |
1.3M |
panorama |
luv |
1.6M |
panorama |
rgbm |
1.7M |
panorama |
rgbe |
7.2M |
panorama |
float |
1.1M |
cubemap |
luv |
1.4M |
cubemap |
rgbm |
1.4M |
cubemap |
rgbe |
5.5M |
cubemap |
float |
Bitplane
size |
format |
encoding |
687K |
panorama |
luv |
1002K |
panorama |
rgbm |
924K |
panorama |
rgbe |
6.9M |
panorama |
float |
646K |
cubemap |
luv |
944K |
cubemap |
rgbm |
885K |
cubemap |
rgbe |
5.2M |
cubemap |
float |
Resources
[1] Natty Hoffman, Physics and Math of Shading
[2] Sebastien Lagarde, PI or not to PI in game lighting equation
[3] HDR environment hdri-hub.com
[4] Mitsuba PBR renderer
[5] Sebastien Lagarde, AMD Cubemapgen for PBR
[6] Brian Karis, Epic UE4 shading
[7] Charles de Rousiers & Sébastian Lagarde, Moving Frostbite to PBR
[8] Florian Boesch, WebGL stats
[9] Ignacio Castaño, post about cubemap seams
[10] Jeff Russel, HDR image based lighting on the web
[11] Cedric Pinson, envtools
[12] GPU based importance sampling
[13] Padraic Hennessy, Runtime Environment Map Filtering for Image Based Lighting
[14] Christer Ericson, Converting RGB to LogLuv in a fragment shader
[15] Brian Karis, RGBM color encoding
[16] Sketchfab