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3D Graphics Rendering Cookbook

You're reading from  3D Graphics Rendering Cookbook

Product type Book
Published in Aug 2021
Publisher Packt
ISBN-13 9781838986193
Pages 670 pages
Edition 1st Edition
Languages
Authors (2):
Sergey Kosarevsky Sergey Kosarevsky
Profile icon Sergey Kosarevsky
Viktor Latypov Viktor Latypov
Profile icon Viktor Latypov
View More author details
Toc

Table of Contents (12) Chapters close

Preface 1. Chapter 1: Establishing a Build Environment 2. Chapter 2: Using Essential Libraries 3. Chapter 3: Getting Started with OpenGL and Vulkan 4. Chapter 4: Adding User Interaction and Productivity Tools 5. Chapter 5: Working with Geometry Data 6. Chapter 6: Physically Based Rendering Using the glTF2 Shading Model 7. Chapter 7: Graphics Rendering Pipeline 8. Chapter 8: Image-Based Techniques 9. Chapter 9: Working with Scene Graphs 10. Chapter 10: Advanced Rendering Techniques and Optimizations 11. Other Books You May Enjoy

Precomputing BRDF LUTs

In the previous recipes, we learned how to initialize compute pipelines in Vulkan and demonstrated the basic functionality of compute shaders. Let's switch gears back to PBR and learn how to precompute the Smith GGX BRDF LUT. To render a PBR image, we have to evaluate the BRDF at each point based on surface properties and viewing direction. This is computationally expensive, and many real-time implementations, including the reference glTF-Sample-Viewer implementation from Khronos, use precalculated tables of some sort to find the BRDF value based on surface roughness and viewing direction. A BRDF LUT can be stored as a 2D texture where the x axis corresponds to the dot product between the surface normal vector and the viewing direction, and the y axis corresponds to the 0...1. surface roughness. Each texel stores two 16-bit floating-point values—namely, a scale and bias to F0, which is the specular reflectance at normal incidence.

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