anchor.diff:  
   Here is what it looks like :
   
  -image::jme3/advanced/integrateBrdf.png[integrateBrdf.png,with="320",height="250",align="center"]
  +image::integrateBrdf.png[integrateBrdf,with="320",height="250",align="center"]
   
   The nice part is that this map is constant for white light. It does not depends on the environment. So you can bake it once and for all then use it as an asset in your shaders.
   
  
positive.code: Today I’m gonna focus on a technique called Image Based Lighting (IBL), that will allow us to cheaply compute this indirect lighting.
  
  As before you can find at the end of the article a lexical with definitions of various unusual terms you’ll come across.
  == Indirect Lighting for PBR with Image Based Lighting.
  
  Direct lighting is usually pretty clear for everyone as it uses common light sources (point light, directional light,…).
  
negative.code: 
  With this technique I can compute a 128X128 irradiance cube map on the CPU in Java in about 200ms. Too slow to be done on each frame, but at design time that’s the blink of an eye.
  
  image::DiffuseIBL.png[DiffuseIBL,with="320",height="250",align="center"]
  Here is the diffuse effect of indirect lighting using an irradiance cube map
  
  === IBL Specular
  