atmosphere
每个pixel 做不同的jitter来消除一些模式化的artifact, 外太空边界
some PBR demos
Important Sampling – Mipmap Filtered Samples
https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-20-gpu-based-importance-sampling
基本原理是
if the PDF of a sample direction is small (that is, if the sample is not very probable), we want the sample to bring illumination from the environment map averaged over a large area(bigger mip level) thereby providing a better approximation of the overall integration.
但是为什么前面要加个1/2呢,因为是会对应到面积,边长的平方是面积,面积是4倍,边长是2倍
这里也解释了为啥UE做reflection capture的时候要手动生成mip chain