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Split Sum Approximation

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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.

IBLPrefilter MapShader
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.

IBLPrefilter MapsSplit Sum Approximation
0 likes · 10 min read
Why Mobile IBL Looks Different: Solving Split‑Sum Artifacts and Prefilter Issues