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PBR Review #444

Merged
merged 3 commits into from
Feb 8, 2024
Merged

PBR Review #444

merged 3 commits into from
Feb 8, 2024

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roeas
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@roeas roeas commented Dec 29, 2023

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@@ -7,10 +7,10 @@ vec3 FresnelSchlick(float cosTheta, vec3 F0) {

// Distribution
float DistributionGGX(float NdotH, float rough) {
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Maybe we can consider to support different kinds of GGX.

Engine/BuiltInShaders/common/Envirnoment.sh Outdated Show resolved Hide resolved
@T-rvw
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T-rvw commented Jan 9, 2024

Try to compare dds to see the difference? Or keep a source image file for debug purpose (for example, .tga).

@roeas
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roeas commented Jan 9, 2024

Old:
image
New:
image
According to a this doc Physically Based Rendering in Filament
, the first image seems to be an approximation. Which one should I keep?

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T-rvw commented Jan 23, 2024

Old: image New: image According to a this doc Physically Based Rendering in Filament , the first image seems to be an approximation. Which one should I keep?

🤔Interesting findings. Why an approximation is the good one? I will have a look at it.

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T-rvw commented Jan 25, 2024

Here is a LUT_GGX from khronos group's gltf viewer project. Need to flip y due to axis system difference.

More similar to new.png by using compare tool:
lut_ggx_flip_y

But seems more accurate than new.png if you take a look at the left-bottom green part.
image

So maybe we should copy the lut texture from gltf viewer? To understand these three luts' difference, should write a generate tool by ourselves.
An approximation generator based on UE4 implementation is here : https://github.com/HectorMF/BRDFGenerator?tab=readme-ov-file .

@T-rvw T-rvw merged commit 46256e4 into main Feb 8, 2024
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@T-rvw T-rvw deleted the pbr_review branch February 8, 2024 06:09
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2 participants