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According to the provided code snippet:
float lod = getMipLevelFromRoughness(roughness); vec3 prefilteredColor = textureCubeLod(PrefilteredEnvMap, refVec, lod); vec2 envBRDF = texture2D(BRDFIntegrationMap, vec2(NdotV, roughness)).xy; vec3 indirectSpecular = prefilteredColor * (F * envBRDF.x + envBRDF.y);
and Epic Games' report, the horizontal texture coordinate of the LUT should be NdotV (i.e., n·wo). However, the original article states:
NdotV
n·wo
"We generate the lookup texture by treating the horizontal texture coordinate (ranged between 0.0 and 1.0) of a plane as the BRDF's input n⋅ωi."
Why does the article use n·ωi instead of n·wo? Is this a discrepancy, or is there a misunderstanding?
n·ωi
The text was updated successfully, but these errors were encountered:
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According to the provided code snippet:
and Epic Games' report, the horizontal texture coordinate of the LUT should be
NdotV
(i.e.,n·wo
). However, the original article states:Why does the article use
n·ωi
instead ofn·wo
? Is this a discrepancy, or is there a misunderstanding?The text was updated successfully, but these errors were encountered: