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IBL

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Kuaishou Tech
Kuaishou Tech
Jun 28, 2021 · Fundamentals

Mobile IBL Rendering: Split‑Sum Approximation Comparison and Highlight Aliasing Mitigation

This article examines mobile Image‑Based Lighting (IBL) rendering, comparing Split‑Sum Approximation with Substance Painter results, analyzing high‑frequency lighting differences, proposing reflection direction corrections, detailing Prefilter map generation, and presenting solutions for highlight aliasing on mobile GPUs.

IBLMobile RenderingPrefilter Map
0 likes · 8 min read
Mobile IBL Rendering: Split‑Sum Approximation Comparison and Highlight Aliasing Mitigation
Kuaishou Large Model
Kuaishou Large Model
Jun 27, 2021 · Game Development

Why Mobile IBL Looks Different: Solving Split‑Sum Artifacts and Prefilter Issues

This article examines the visual gaps between mobile IBL lighting using Split Sum Approximation and Substance Painter results, analyzes reflection direction corrections, details Prefilter map generation techniques, and proposes solutions for high‑frequency aliasing on low‑roughness surfaces.

IBLMobile RenderingPrefilter Maps
0 likes · 10 min read
Why Mobile IBL Looks Different: Solving Split‑Sum Artifacts and Prefilter Issues
Kuaishou Large Model
Kuaishou Large Model
Jan 7, 2021 · Game Development

Mastering PBR Asset Creation with Substance Painter: From IBL to Custom Shaders

This article explains the fundamentals of physically based rendering (PBR) assets, the role of Substance Painter tools, image‑based lighting theory, texture export standards, and provides step‑by‑step shader code modifications to achieve consistent results between Substance Painter previews and real‑time game engines.

IBLPBRSubstance Painter
0 likes · 11 min read
Mastering PBR Asset Creation with Substance Painter: From IBL to Custom Shaders