Over the weekend I've read the presentation on physically-based shading in the Unreal 4 engine (http://www.unrealengine.com/files/downloads/2013SiggraphPresentationsNotes.pdf). I have a question on the integration of environment maps.
As described in the paper, this is accomplished by splitting the integration in two parts: the average of the environment lighting (a mip mapped cubemap) and a pre-convolved BRDF, parametrized by the dot product (normal.view) and the material roughness.
For the BRDF, we calculate many random directions around the normal based on the roughness, then calculate the corresponding reflected vector and use it to evaluate the BRDF. My question is: should we weight each sample by the dot product between the reflected vector and the normal ? That makes sense to me as it's part of the lighting equation, but it gives very dark results at glancing angles and for low roughness values because in that case, the majority of reflected vectors are almost perpendicular to the normal. The sample code in the paper does not consider this factor which is a little surprising.
Edited by Reitano, 13 January 2014 - 06:01 AM.