anchor.diff:  
   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::jme3/advanced/DiffuseIBL.png[DiffuseIBL,width="320",height="250",align="center"]
  +image::how-to/articles/pbr/DiffuseIBL.png[DiffuseIBL,width="320",height="250",align="center"]
   Here is the diffuse effect of indirect lighting using an irradiance cube map
   
   === IBL Specular
  
positive.code: 
  A picture worth thousand words
  
  image::jme3/advanced/Cube_mapped_reflection_example.jpg[Cube_mapped_reflection_example,width="320",height="250",align="center"]
  from wikipedia : TopherTH at the English language Wikipedia [GFDL (http://www.gnu.org/copyleft/fdl.html), GFDL (http://www.gnu.org/copyleft/fdl.html) or CC-BY-SA-3.0 (http://creativecommons.org/licenses/by-sa/3.0/)], via Wikimedia Commons Here the reflected Ray is our reflection vector.
  
  Here the reflected Ray is our reflection vector.
  
negative.code: 
  Here is what it looks like :
  
  image::how-to/articles/pbr/integrateBrdf.png[integrateBrdf,width="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.
  
  