After reading the article "An Efficient Representation for Irradiance Environment Maps", I'm a bit confused as how to calculate the spherical harmonic coefficients. I'd like to generate these ...
I'm trying to generate irradiance map with spherical harmonics coefficients. I have a function SH(l, m, N) that evaluate the basis function for specified band (l, m) and normalized direction N. The ...
What are advantages of using spherical harmonics instead of irradiance cubemap? Are there any common used methods for conversion?
The following is taken from my current understanding of spherical harmonics. There may be errors involved which solve my question if they're resolved, so please notify me if I misunderstood something. ...
I've generated some 2nd order SH light-probes from cube-maps in my scene and I was surprised how strong artifacts are around the back of the dominant lights. I switched to a Lambert source plus ...
I want to use hardware filtering to smooth out colors in texels of a texture when I'm accessing texels at coordinates that are not directly at the center of the texel, the catch being that the texels ...
From my understanding, spherical harmonics are sometimes used to approximate certain aspects of lighting (depending on the application). For example, it seems like you can approximate the diffuse ...
I have written in blitz3D some code to generate arbitrary 2D lighting lookup textures and I'm looking for a way to compress them. The idea is that they look rather smooth and low frequency, there must ...
I am beginning an Spherical Harmonics shader project for an iOS app I am writing. I have begun by reading this excellent in-depth paper on the subject (PDF) - http://bit.ly/aQmax3. The paper ...
I was having a discussion at work today on how to improve room acoustic modelling. It was suggested that very little work appears to have been done on the subject yet tonnes has been done in ...