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Mantion specular reflection approximation
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approximation.md.html

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As mentioned in the Reduction to a mixture of lobes section, the mix and layer operations can approximated as a weighted sum of BSDF lobes.
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Specular lobes
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The specular BRDF described in the specification is the classic GGX-Smith model, which has been common in both offline and real-time rendering for a decade. The so called "split-sum" approximation introduced by [#Karis2013] allows efficient rendering of the isotropic version of this BRDF with image-based lighting.
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index.html

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[#Jensen2001]: Henrik Wann Jensen, Stephen R. Marschner, Marc Levoy, and Pat Hanrahan. *A Practical Model for Subsurface Light Transport*, ACM SIGGRAPH (2001).
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[#Karis2013]: Brian Karis, *Real Shading in Unreal Engine 4*, ACM SIGGRAPH Courses: Physically Based Shading in Theory and Practice (2013).
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[#Kelemen2001]: Csaba Kelemen and Laszlo Szirmay-Kalos. *A Microfacet Based Coupled Specular-Matte BRDF Model with Importance Sampling*, Eurographics (2001).
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[#Kettner2015]: Lutz Kettner, Matthias Raab, Daniel Seibert, Jan Jordan, Alexander Keller. *The Material Definition Language*, Eurographics (2015).

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