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WebGLRenderer: Implement GGX VNDF importance sampling #32114
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Related issue: #26796
Description
Replaces the Gaussian blur approach for PMREM generation with GGX VNDF (Visible Normal Distribution Function) importance sampling, bringing Three.js environment map filtering in line with modern physically-based renderers like Blender Cycles, Blender EEVEE, and Unreal Engine.
Changes
importanceSampleGGX_VNDF()based on Eric Heitz's 2018 algorithm "Sampling the GGX Distribution of Visible Normals"Benefits
Accuracy:
Quality:
Technical Details
Why VNDF over standard GGX?
VNDF importance sampling accounts for the view direction when sampling microfacet normals. It only samples normals that are visible from the viewing direction, avoiding wasted samples on back-facing microfacets that don't contribute to the final result. This is ~58% faster than standard GGX importance sampling.
Implementation follows Heitz 2018 (Sections 3.2-4.3):
For PMREM pre-filtering: