Manson, JosiahSloan, Peter-PikeElmar Eisemann and Eugene Fiume2016-06-172016-06-1720161467-8659https://doi.org/10.1111/cgf.12955Game and movie studios are switching to physically based rendering en masse, but physically accurate filter convolution is difficult to do quickly enough to update reflection probes in real-time. Cubemap filtering has also become a bottleneck in the content processing pipeline. We have developed a two-pass filtering algorithm that is specialized for isotropic reflection kernels, is several times faster than existing algorithms, and produces superior results. The first pass uses a quadratic b-spline recurrence that is modified for cubemaps. The second pass uses lookup tables to determine optimal sampling in terms of placement, mipmap level, and coefficients. Filtering a full 128 2 cubemap on an NVIDIA GeForce GTX 980 takes between 160 μs and 730 μs with out method, depending on the desired quality.I.3.7 [Computer Graphics]Three Dimensional Graphics and RealismColorshadingshadowingand textureFast Filtering of Reflection Probes10.1111/cgf.12955119-127