Image-based lighting (IBL) is a technique in computer graphics for illuminating virtual scenes and objects using high-dynamic-range (HDR) images that capture omnidirectional representations of real-world illumination environments.[1] This approach enables the simulation of complex, photorealistic lighting effects by deriving light sources directly from captured images rather than manually defining individual lights or procedural models.[1]The foundations of IBL trace back to early reflection mapping methods, first introduced by James F. Blinn and Martin E. Newell in 1976, which used environment maps to approximate specular reflections on surfaces without full ray tracing.[2] This concept was extended in 1984 by Gene Miller and Charles R. Hoffman, who developed illumination and reflection maps to simulate objects within both real and synthetic environments by projecting panoramic images of incident light.[3] IBL as a distinct, HDR-enhanced technique emerged in the late 1990s and early 2000s, popularized through Paul Debevec's research on acquiring and applying real-world light probes, including SIGGRAPH courses in 2001 and 2002 that detailed practical implementations for production rendering.[1][4]At its core, IBL involves capturing HDR imagery—often via light probes like mirrored spheres or camera arrays—to represent the full spectrum of incident light, which is then mapped onto a virtual environmentsphere or cube surrounding the scene.[1] For specular reflections, the technique samples the environment map based on surface normals and view directions, while diffuse lighting requires deconvolution or precomputation to approximate interreflections and soft shadows.[5] In real-time applications, such as video games, IBL leverages GPU shaders and cube maps to localize lighting within finite spaces, incorporating effects like Fresnel attenuation for more accurate material responses.[5]IBL has become integral to industries like visual effects, where it facilitates seamless integration of computer-generated elements into live-action footage, as seen in films using Debevec's light probe gallery for consistent environmental lighting.[1] Its advantages include reduced setup time for complex lighting, enhanced realism through physically grounded data, and scalability from offline renderers like Arnold to real-time engines, though challenges remain in handling dynamic scenes and high computational costs for full global illumination.[5]
Fundamentals
Definition
Image-based lighting (IBL) is a rendering technique in computer graphics that simulates realistic illumination of three-dimensional scenes and objects by using omnidirectional images, typically captured in high dynamic range (HDR) format, to represent light from the surrounding environment rather than defining discrete light sources.[1] This approach allows synthetic objects to be lit as if placed in a real-world setting, capturing complex effects like soft shadows, interreflections, and color bleeding from the actual environment.[1]Unlike traditional global illumination methods such as ray tracing or photon mapping, which explicitly simulate the physical paths of light rays or photons through a scene to compute interactions, IBL treats the input image itself as the representation of incoming light, approximating illumination through direct sampling of the environment without tracing individual light paths.[5] This makes IBL more efficient for real-time or interactive applications, as it leverages precomputed environmental data to achieve photorealistic results with less computational overhead.[5]The basic workflow of IBL involves capturing an omnidirectional HDR image of the environment, mapping it onto a surrounding geometry such as a sphere to serve as the light source, illuminating the 3D scene or object within this virtual environment, and rendering the final image with the resulting lighting effects.[1] Key terms in IBL include radiance, which refers to the amount of light energy emitted or reflected per unit projected area in a given direction, often represented by linearly scaled pixel values in HDR images to preserve intensity ranges beyond standard display limits; and environment map, an image-based representation of illumination from all directions around a point, commonly projected onto a spherical or cubic surface for efficient lookup during rendering.[1]
Core Principles
Image-based lighting (IBL) relies on the concept of incoming radiance, which represents the light arriving at a point in a scene from all directions on a surrounding sphere. These directions and their associated intensities are encoded in omnidirectional images, such as light probe images captured using reflective spheres or camera arrays, where each pixel corresponds to a specific direction in the environment, allowing the full hemispherical or spherical illumination to be represented.[6][1]A critical enabler of IBL is high dynamic range (HDR) imaging, which captures the wide range of luminance values present in real-world scenes, typically spanning from approximately $10^{-6} to $10^{9} cd/m², including both dim indirect light and bright direct sources.[6][7] HDR images store radiance data using floating-point formats, enabling accurate sampling of extreme intensity variations that standard low-dynamic-range images cannot represent.[6]The foundational mathematical principle of IBL is the rendering equation for outgoing radiance at a surface point p in direction \omega_o:L_o(p, \omega_o) = \int_{\Omega} f_r(p, \omega_i, \omega_o) L_i(p, \omega_i) (\mathbf{n} \cdot \omega_i) \, d\omega_iHere, L_i(p, \omega_i) is the incoming radiance from direction \omega_i, sampled directly from the environment image; f_r is the bidirectional reflectance distribution function (BRDF) of the surface material; \mathbf{n} is the surface normal; and the integral is over the hemisphere \Omega visible from p. This equation models how incident light from the captured environment contributes to the reflected light, with L_i providing a measured, directionally varying illumination rather than simplified analytic sources.[6]In IBL, the treatment of reflection distinguishes between specular and diffuse components based on material properties. Specular reflection preserves incident light directions, producing sharp highlights and visible environment details on glossy surfaces like metals, while diffuse reflection scatters light uniformly across outgoing directions, resulting in softer, direction-independent shading on matte surfaces like plaster. These components are computed by convolving the environment map with the appropriate BRDF lobes during integration.[6][1]
History
Origins in Computer Graphics
The origins of image-based lighting (IBL) can be traced to early techniques in computer graphics that utilized images to approximate environmental reflections and illuminations, laying the groundwork for more advanced light proxy methods. In the 1970s, foundational work on reflection mapping emerged as a key precursor, where precomputed images of a distant environment were used to simulate specular reflections on object surfaces without ray tracing the full scene. James F. Blinn and Martin E. Newell introduced this approach in their 1976 paper, employing a spherical or cylindrical map to lookup reflection vectors efficiently for real-time rendering applications. This method treated the environment as an image-based proxy, enabling realistic shiny surface effects in early systems like those at the University of Utah.This concept was extended in 1984 by Gene S. Miller and C. Robert Hoffman, who developed illumination and reflection maps to simulate objects within both real and synthetic environments by projecting panoramic images of incident light. Their approach used convolved panoramic images as illumination maps to model diffuse and specular reflections efficiently via table lookups, bridging synthetic rendering with real-world lighting data.[3]By the mid-1980s, environment mapping evolved further with innovations in projection techniques that improved accuracy and filtering. Ned Greene's 1986 work proposed cube maps as an alternative to spherical projections, dividing the environment into six orthogonal faces for more uniform sampling and reduced distortion in reflection lookups. This cube map representation allowed for better handling of world projections in graphics pipelines, influencing subsequent hardware implementations and serving as a direct antecedent to IBL's use of panoramic images for global illumination. These synthetic environment maps, often hand-crafted or rendered, marked the initial shift toward image-driven lighting over purely analytical models.The 1990s saw IBL's conceptual foundations deepen through image-based rendering (IBR) techniques, which emphasized capturing and reprojecting real-world imagery for novel views and lighting. Pioneering IBR methods, such as light fields introduced by Marc Levoy and Pat Hanrahan in 1996, parameterized scene appearance via arrays of images from multiple viewpoints, enabling view-dependent effects that paralleled IBL's goals of realistic relighting without geometric complexity. Similarly, view-dependent texture mapping techniques blended input photographs to synthesize environment interactions, influencing the idea of using captured images as dynamic light sources. These approaches highlighted the potential of image proxies for both rendering and illumination.In mid-1990s research, the paradigm began transitioning from synthetic to real-world light capture, with early experiments using photographic probes to record actual environments for more photorealistic results. Paul Debevec's contributions in this period bridged IBR and lighting by demonstrating captured high dynamic range images as proxies for complex real illuminants, though full formalization came later.[8] This evolution set the stage for IBL as a unified framework, integrating image capture with graphics computation.
Key Developments and Adoption
The foundational advancements in image-based lighting (IBL) were driven by Paul Debevec's research in the late 1990s, beginning with his 1997 SIGGRAPH paper on recovering high dynamic range (HDR) radiance maps from photographs, which enabled the capture of real-world illumination data essential for realistic rendering.[9] This was followed by his seminal 1998 SIGGRAPH paper, "Rendering Synthetic Objects into Real Scenes: Bridging Traditional and Image-Based Graphics with Global Illumination and High Dynamic Range Photography," which demonstrated how to composite synthetic objects into real scenes using measured HDR environment maps for accurate lighting and shadows.[10] These works established IBL as a bridge between image-based and traditional graphics, emphasizing light probe techniques for omnidirectional illumination capture.Subsequent educational efforts solidified IBL's methodologies, including the 2001 SIGGRAPH course "Image-Based Lighting" by Debevec, Tony Fong, Masa Inakage, and Dan Lemmon, which introduced practical HDR light probe capture and application in production pipelines.[4] Building on this, Debevec's 2002 tutorial in IEEE Computer Graphics and Applications provided a comprehensive overview of IBL techniques, from theory to implementation, further promoting its use in illuminating synthetic objects with real-world light measurements.[1]Industry adoption accelerated in the early 2000s, with extensions to the Radiance lighting simulation system in the 1990s enabling image-based sky and environment modeling for architectural rendering, as part of its physically-based framework developed by Greg Ward. By the mid-2000s, IBL was integrated into Pixar's RenderMan, supporting environment dome lights for photorealistic film production, as seen in its core lighting capabilities. Real-time evolution emerged through GPU acceleration, highlighted in the 2004 NVIDIA GPU Gems chapter on image-based lighting, which detailed shader-based implementations for localized cube-map reflections in interactive applications.[5]
Techniques
Environment Map Capture
Environment map capture is a critical process in image-based lighting (IBL) that involves acquiring high-fidelity representations of real-world illumination from all directions surrounding a scene. This is typically achieved through light probe photography, where specialized optical devices are used to record omnidirectional light data. Common techniques include employing fisheye lenses to capture near-360-degree views in a single exposure or using mirrored spheres, such as chrome balls, which reflect the entire environment onto their surface for subsequent unwarping into a full spherical map. Mirrored spheres are particularly effective for indoor or complex environments, as they minimize the need for multiple shots by providing a compact reflection of the surroundings, though they require careful calibration to account for the sphere's geometry.[11][12]To handle the wide dynamic range of natural lighting, which can span several orders of magnitude, often exceeding 10^5:1 from shadowed areas to bright light sources, such as the sun, high dynamic range (HDR) imaging is essential. The capture process employs exposure bracketing, where multiple photographs of the same view are taken at varying shutter speeds, typically ranging from ±2 to ±8 exposure values (EV) in increments of 2 EV, such as seven brackets from -6 EV to +6 EV. These low-dynamic-range (LDR) images are then merged using tone mapping operators or radiance computation algorithms to produce a single HDR radiance map that preserves both subtle shadows and intense highlights. Software tools like HDRShop facilitate this merging by aligning the exposures and computing pixel-wise radiance values based on camera response functions.[13][14][11]Captured environment maps are stored in formats optimized for efficient sampling and rendering in IBL pipelines. The latitude-longitude (equirectangular) projection is widely used for its simplicity, representing the sphere as a 2:1 aspect ratio image where horizontal coordinates map to longitude and vertical to latitude, allowing seamless panning across 360 degrees. Cube maps, consisting of six square faces corresponding to the sides of a cube, provide uniform sampling and are preferred for hardware-accelerated lookups in real-time applications due to their distortion-free access from the center. More compact alternatives, such as octahedral projections, map the sphere onto an octahedron's surface, reducing storage by a factor of approximately four compared to cube maps while maintaining low-distortion sampling suitable for mobile or bandwidth-constrained environments.[5][15]Practical considerations in capture ensure the map's accuracy for downstream IBL use. Occlusions, such as those caused by the capturing device or nearby objects blocking light rays, are mitigated by positioning probes at elevated or central locations and using multiple overlapping captures for stitching, which fills in shadowed regions opposite the camera in single-shot setups. Isotropic sampling, crucial for uniform angular coverage without bias toward certain directions, is achieved through geometric corrections during unwarping—such as ray-tracing the mirror sphere or calibrating fisheye distortions—to distribute samples evenly across the hemisphere, avoiding artifacts like stretched or undersampled areas in the final map. These steps ensure the environment map faithfully represents incident radiance for realistic relighting.[11][16]
Lighting Computation Methods
In image-based lighting (IBL), lighting computation involves deriving the incident illumination from environment maps to shade scene objects, typically separating contributions into diffuse and specular components for efficiency. These methods approximate the rendering equation by convolving the environment map with appropriate kernels based on the bidirectional reflectance distribution function (BRDF) of the surface, enabling realistic shading without explicit ray tracing for each light direction.[17]For diffuse lighting, the irradiance at a surface point is computed by integrating the incoming radiance from the environment map, weighted by the cosine of the angle between the incident direction and the surface normal. This is expressed asE(n) = \int_{\Omega} L_i(\omega_i) \max(0, n \cdot \omega_i) \, d\omega_i,where L_i(\omega_i) is the incoming radiance from direction \omega_i, n is the surface normal, and \Omega is the hemisphere. To accelerate this, the environment map is pre-convolved with a cosine-weighted kernel to produce an irradiance map, which can be looked up using the normal direction during rendering. This approach, using spherical harmonics for low-frequency approximation, reduces computation to evaluating a quadratic polynomial in the normal components, achieving interactive rates.[17]Specular reflection computation in IBL relies on evaluating the environment map filtered according to the specular lobe of the material's BRDF, such as for glossy surfaces. Monte Carlo integration samples directions from the specular distribution to estimate reflected radiance, reducing variance through techniques like importance sampling but requiring many samples for noise-free results in offline rendering. For real-time applications, prefiltered mipmaps store environment maps convolved with BRDF-specific kernels at multiple roughness levels; during shading, the appropriate mipmap level is selected based on the view direction and material roughness for efficient texture lookup, unifying various filtering methods into a single framework. Recent advances as of 2025 include machine learning techniques, such as diffusion models, for parametric control of light sources in IBL, enabling more efficient real-time relighting and handling of complex effects like glints.[18][19][20][21]In path tracing scenarios with IBL, importance sampling enhances efficiency by biasing samples toward directions contributing most to the integral, such as those aligned with the specular reflection vector or high-radiance regions in the environment map. Structured importance sampling decomposes the environment map into importance strata—regions of similar lighting—and samples proportionally within them, significantly lowering variance compared to uniform sampling while handling occlusions approximately. This method, applied to first-bounce paths, integrates seamlessly with bidirectional path tracing for global illumination under environment lighting.[19]To approximate multiple bounces beyond single-scatter IBL, techniques like ambient occlusion (AO) modulate the diffuse term by estimating visibility in the hemisphere, darkening crevices where inter-reflections are blocked. Screen-space AO computes this from depth buffers, tracing rays in image space to approximate occlusion factors, which can be extended to multiple-bounce effects by iteratively applying albedo-weighted AO terms, improving realism in dynamic scenes without full path tracing. These approximations maintain performance while capturing subtle indirect lighting nuances.[22][23]
Integration in Rendering
In offline rendering pipelines, image-based lighting (IBL) is integrated by treating high dynamic range (HDR) environment maps as infinite light sources surrounding the scene, enabling physically accurate global illumination in path tracers. For instance, in RenderMan's path tracing system, environment maps are mapped onto a distant dome or sphere to simulate omnidirectional incident light, with rays sampled against the map during Monte Carlo integration to compute diffuse and specular contributions. Similarly, Arnold's Skydome light shader loads an HDR image as an equirectangular or angular map, functioning as an infinite emissive source that supports importance sampling for efficient path tracing, reducing noise in renders of complex scenes like architectural visualizations. V-Ray implements this via its Dome light, which projects an HDR environment map onto a hemispherical or spherical dome, intersecting rays infinitely far from the scene to provide unbiased illumination in its bidirectional path tracer. This approach, pioneered in early global illumination systems like Radiance, allows synthetic objects to be relit under real-world lighting conditions captured via light probes, such as mirrored spheres or fisheye images.For real-time rendering, IBL is incorporated through programmable shaders in graphics APIs like OpenGL and DirectX, where environment maps are loaded as textures for dynamic per-fragment lookups during rasterization. In vertex shaders, surface normals are transformed into view or reflection space, passing interpolated vectors to pixel shaders for sampling cube map texels to approximate incident radiance; this enables efficient specular reflections and diffuse convolution without ray tracing. Performance is optimized using level-of-detail (LOD) mipmaps on the cube maps, where lower-resolution levels are selected based on surface roughness or distance via hardware trilinear filtering, reducing aliasing and computational cost in deferred rendering pipelines. DirectX's HLSL and OpenGL's GLSL facilitate this by binding cube map textures to shader uniforms, with functions like textureCube() performing the lookups; for example, NVIDIA's techniques localize finite-sized environments by scaling reflection vectors in shaders to fit objects within a unit-radius cube, blending IBL with local geometry for indoor scenes.Hybrid approaches combine IBL with dynamic analytic lights by additively blending their contributions in the shading model, preserving the ambient global illumination from environment maps while overlaying localized highlights from movable sources like spotlights. In real-time engines, this is achieved in the fragment shader by computing IBL's diffuse and specular terms first, then accumulating radiance from dynamic lights using additive blending modes (e.g., GL_ONE, GL_ONE in OpenGL), ensuring energy conservation through normalization factors. This method supports scenarios like nighttime urban rendering, where static HDR sky domes provide broad fill light and dynamic headlights add directed intensity without overexposure.API-level integration often involves functions like OpenGL's glTexImage2D for uploading cube map faces, specifying GL_TEXTURE_CUBE_MAP targets and HDR formats like RGBE for each of the six sides, followed by shader sampling in GLSL. Game engines streamline this: Unity has supported IBL via Skybox materials since version 5 (2015), converting HDR cubemaps to spherical harmonics for ambient occlusion and reflections in its physically based rendering pipeline. Unreal Engine introduced Sky Light actors for IBL in version 4 (2014), capturing equirectangular HDR maps for real-time diffuse lighting and specular probes, with lower hemisphere blocking for indoor-outdoor transitions.
Applications
In Film and Visual Effects
Image-based lighting (IBL) has been instrumental in compositing synthetic objects into live-action footage, allowing visual effects artists to realistically integrate computer-generated elements by capturing and applying real-world illumination. A seminal demonstration of this technique is Paul Debevec's 1999 short film "Fiat Lux," where HDR images of St. Peter's Basilica were used to light and render synthetic objects like spheres and monoliths, seamlessly blending them into the real environment using the RADIANCE rendering system.[24][25]In major films, IBL facilitates the lighting of digital characters to match live-action plates. For instance, in "Spider-Man 2" (2004), Sony Pictures Imageworks employed HDR image-based environmental lighting within reflectance field shaders to illuminate synthetic human faces, such as those of Tobey Maguire and Alfred Molina, ensuring consistent shading under complex set conditions.[26] Similarly, in Blade Runner 2049 (2017), Paul Debevec contributed light stage scanning to create 3D models of synthetic actors like Joi and Mariette, achieving photorealistic integration into neon-drenched environments.[27]The typical workflow begins with on-set capture using probe arrays, such as mirror balls or chrome spheres, photographed at multiple exposures to generate omnidirectional HDRenvironment maps that record incident lighting at key locations.[28] These maps are then imported into compositing and 3D software for relighting synthetic objects; in Nuke, the Environment node applies IBL from HDR maps to adjust CG elements dynamically, while in Houdini, environment lights use the HDR maps for global illumination and reflections during rendering.[29][30]This approach enhances realism by supporting match-moving, where camera motion from live plates is tracked to align synthetic elements, and ensures consistent shading across multiple shots by reusing the same probe data, reducing discrepancies in light direction and intensity.[1][28]
In Video Games and Real-Time Rendering
Image-based lighting (IBL) has been integral to real-time rendering in video games since the release of Unreal Engine 4 in 2014, where it supports physically based rendering through pre-filtered cubemaps that enable efficient specular reflections and ambient occlusion integration.[31] In UE4 and later versions, dynamic cubemaps are generated via reflection capture actors, such as spheres or boxes, which update in real-time to provide localized environmental reflections for interactive scenes, blending multiple probes per pixel to simulate varying lighting conditions without full scene recomputation.[32]A prominent example is The Last of Us Part II (2020), which employs real-time IBL using third-order spherical harmonics-based probe lighting to deliver environmental reflections on characters and dynamic objects, interpolating lighting data from volumetric probes stored in a 3D texture atlas for per-pixel accuracy at 30 frames per second on PlayStation 4 hardware.[33] This approach ensures consistent overcast ambiance while supporting self-shadowing via screen-space cone tracing, enhancing immersion in narrative-driven environments.[33]To achieve performance in real-time applications, optimizations include baking IBL contributions into lightmaps for static scenes, precomputing diffuse and ambient lighting from HDR environment maps to store as textures applied during runtime, reducing computational overhead for non-moving geometry.[34] For dynamic scenes, probe grids—arrays of irradiance or reflection probes placed in 3D volumes—approximate IBL by sampling and interpolating environmental light at runtime, allowing moving objects to receive plausible indirect illumination without ray tracing every frame.[35]On mobile platforms, adaptations in engines like Godot prioritize efficiency through low-resolution prefiltered environment maps for both ambient and reflected light, using bilinear scaling and disabled advanced effects to maintain frame rates on lower-end hardware while preserving core IBL benefits for specular highlights and global illumination.[36]
Advantages and Limitations
Benefits
Image-based lighting (IBL) offers significant efficiency advantages over traditional global illumination (GI) simulations by precomputing complex lighting interactions into high dynamic range (HDR) environment maps, which can then illuminate scenes with far less runtime computation. This approach avoids the need for ray-tracing or radiosity calculations for the entire environment, enabling real-time or near-real-time rendering even for intricate light transport effects like multiple bounces. For instance, in contrast to full GI methods that may require hours of computation per frame, IBL leverages captured radiance data to approximate these effects rapidly, reducing rendering times by orders of magnitude while maintaining visual fidelity.[6][37]A primary benefit of IBL is its enhanced realism, as it directly incorporates measured real-world illumination, capturing subtle environmental effects such as soft shadows, interreflections, and color bleeding that are challenging to replicate manually. By using HDR images of actual scenes, IBL ensures physically accurate light distribution, including high-contrast details from bright highlights to deep shadows, which contributes to seamless integration of synthetic objects into photographed environments. This results in photorealistic outcomes where virtual elements appear naturally lit, preserving the nuanced photometric properties of the source lighting without artificial approximations.[6][37][38]IBL simplifies the lighting process by eliminating the labor-intensive task of manually placing and tuning multiple light sources to mimic complex environments; instead, a single HDR map can provide comprehensive illumination for an entire scene. This streamlines production workflows, as artists can focus on object placement and materials rather than iterative light adjustments, using standard tools like light probes for capture. The method's reliance on image data rather than detailed geometric models of the surroundings further reduces setup complexity, making it accessible for rapid prototyping and iteration.[6][37][38]The scalability of IBL extends its utility across diverse applications, from synthetic CGI scenes to augmented and virtual reality (AR/VR) environments, where it supports mixed-reality compositing and real-time rendering with consistent lighting. This adaptability enables efficient handling of dynamic content in real-time systems.[6][37][39]
Challenges
One primary challenge of image-based lighting (IBL) stems from its reliance on static environment maps, which represent incoming radiance from a fixed viewpoint and fail to accurately capture dynamic elements such as moving light sources, occluders, or parallax effects in local reflections.[40] This limitation results in inconsistencies when scenes involve temporal changes, like animated objects or varying illumination, as the precomputed maps cannot adapt without recomputation.[41] To address this, techniques such as dynamic reprojection of light probes have been developed, which warp and blend probe data across frames to simulate updates for glossy reflections in interactive settings.[42]IBL approximations introduce errors particularly in low-frequency lighting components and view-dependent effects, where diffuse contributions may lack spatial variation and specular responses can oversimplify complex interreflections.[5] For instance, traditional environment maps excel at high-frequency specular highlights but struggle with accurate low-frequency global illumination (GI) propagation, leading to unnatural shading in enclosed or occluded areas.[43]Mitigation strategies often involve hybrid GI approaches, such as combining IBL with voxel-based methods like voxel cone tracing, which discretize scene geometry into a 3D grid to compute indirect bounces more robustly while leveraging IBL for distant environment lighting.[44]High-resolution HDR environment maps, such as those at 8K resolution, pose significant storage and bandwidth demands due to their need to encode wide dynamic ranges and angular details, often requiring hundreds of megabytes per map.[5] This can strain memory in real-time applications and complicate transmission in networked rendering pipelines. Compression techniques like basis encoding with spherical harmonics (SH) address this by projecting the radiance field onto a low-order basis (e.g., up to order 3 for diffuse), reducing data to a compact set of coefficients that approximate the environment with minimal loss for low-frequency components.[45]A common artifact in IBL arises from aliasing in specular highlights, where sharp reflections from high-frequency details in the environment map produce shimmering or flickering edges, especially on curved or micro-faceted surfaces.[46] This is exacerbated in view-dependent specular computations, as undersampling during prefiltering fails to smooth transitions across roughness levels. Such issues are often mitigated through anisotropic filtering, which samples the environment map along elongated footprints to better handle directional variations in glossy materials, improving stability without excessive blurring.[47]