By "gradient between the angles" the author is talking about a a simple 2D function: Reflectivity(theta). As mentioned in the previous paragraph, for ALL materials, Reflectivity(theta) tends towards 100% as the theta tends towards 90 degrees. That is, ALL materials behave like a perfect mirror when the grazing angle is 90 degrees.
However, the in-between values of Reflectivity(theta) may be different for wood, metal, concrete, etc. Again, think of the 2D graph mapping theta to reflectivity. They would have different ease-in and ease-out behaviors, to use an animation analogy.
See the graph below that sentence, and replace "Center" and "Edge" with 0 and 90.
What the author means by "accounted for analytically" is that we don't need to store the exact curve (either in a lookup texture or array) -- we can compute Fresnel with a formula ("analytically") using other values in the material.
Here is an article about Fresnel by John Hable. He writes good articles with shader codes, especially about color correction and skin:
http://filmicgames.com/archives/557
This is not about PBR, but about storing your 1D falloff functions instead of computing analytically (the opposite of above). Maybe it will be interesting:
http://c0de517e.blogspot.com/2013/12/never-again-point-lights.html