I was just going through some old-school OpenGL articles[0], and I wondered what was the relationship between old full-mirror cubemap enviroment mapping is to contemporary IBL. Is it simply that nowadays we use mipmaps to light rough objects whereas back in the day everything was lit full-mirror? Is it that the environment maps are now 'pre-convolved' (not entirely sure what that means, seems to be integrating)?
Or in modern IBL are there many local cubemaps sampled instead of one? Or is it that back in the day they used the raw cubemap pixels as-is and nowadays we use the cubemap pixels as input to conventional specular-diffuse lighting models? I am truly confused!
I guess what I'm getting at, is why does old-school environment mapping look so crappy and Marmoset toolbag looks so great? They seem to be using the same raw materials of environment cubemaps.
Thanks!