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UE4 PBS에서 IBL - Environment BRDF 2D LUT

안녕하세요. Siggraph 2013의 Real Shading in Unreal Engine4를 보면서 공부하는 중인데요. IBL에서 Environment BRDF의 정보를 2D LUT로 저장 후 사용하는 부분에서 궁금한게 생겨서 질문합니다.

Figure 3를 보면 2D LUT 좌측에 Roughness, 하단에 cosθv라고 적혀있는데 이것만 보면 Left, Bottom이 (0,0)인 그래프가 맞는 건가요...? 텍스쳐 좌표계랑 헷갈려서요. 저 2D LUT가 Left,Bottom이 (0,0)이 맞다면 뒤집어서 텍스쳐 좌표계랑 맞춘 후 써야 되는 것 아닌가요.

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asked Jun 28 '16 at 01:51 AM in Rendering

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