I would like implement physically based rendering, following this tutorialI was able to find a list of light sources ordered by lumens, but I have no idea how to use it in the calculations.float attenuation = 1.0 / (distance * distance);vec3 radiance = lightColor * attenuation;What should the lightColor be, if the light source is a 60W lightbulb (780 lm) and in my scene one unit is one cm?How should I define the radiance, if I have a directional light, for example the sun?
How to calculate attenuation and radiance in PBR? (point and directional lights)
opengl;lighting;physically based;pbr;radiosity