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LOSL-BRDF stands for Light Oriented, Spike and Lobe - Bidirectional Reflectance Distribution Function. It's the term I coined for this lighting technique which is fast enough for real-time game application. In summary, it is a simplified approach of attaining to close to FULL BRDF in 2 channel look up tables. These tables are then oriented according to the light's direction, hence the LO of its name. The incident light then is translated into filters oriented to the right space and stored into 1D values stored into look up tables.

Here are the links to my blog that explains further the technique.
Quick summary
LOSL-BRDF Explained
LOSL-BRDF Explained part 2
LOSL-BRDF Showcase










Just a note, these screenshots have the following specifications..

- No environmental mapping was used.
- No fancy global illumination and/or ambient occlusion
- No image-based lighting.
- Ambient color is black.
- Light color is white.
- Only one directional light (red line shows the current light direction)
- No shadow
- No diffuse texture. Only color for albedo.
- Running in real-time and fast enough for Directx 9 cards for implementing for games.
- Running in a Pre-light pipeline rendering with specular color (this is not noticable due to light color is white)
- LOSL-BRDF is rendered at light accumulation pass. This means additional lights placed in the scene will react according to the material assigned to surfaces.
- Assets 'borrowed' from UDK (model and normal map)

To those following my blog, I have yet to make a some sort white paper(1st attempt ;) ) to explain this in detail.

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