making dynamic irradiance environment maps
Posted: Thu Dec 06, 2018 2:07 am
I want to implement a dynamic irradiance environment cubemap and possibly its cousin, a specular environment map with varying roughnesses stored at the different mipmap levels. I prefer to do this in Ogre 1.9 because I want to make it work with Gazebo, but it's possible my team could switch to a newer version of Ogre if we had enough motivation.
There are plenty of articles and maybe even some sample code online that could help me implement this stuff. Is there any infrastructure already in Ogre3D that can help me out, such as code that blurs cubemaps or converts them to spherical harmonics? My searches haven't turned up anything yet.
There are plenty of articles and maybe even some sample code online that could help me implement this stuff. Is there any infrastructure already in Ogre3D that can help me out, such as code that blurs cubemaps or converts them to spherical harmonics? My searches haven't turned up anything yet.