Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Normal mapping for precomputed radiance transfer
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Real-time soft shadows in dynamic scenes using spherical harmonic exponentiation
ACM SIGGRAPH 2006 Papers
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Normal mapping, ubiquitous in video games, decouples details stored at high spatial frequencies, often tiled or repeated, from unique lighting information stored at a lower sampling rates. Our technique enables normal maps on static geometry to interact with soft shadows from smooth distant lighting more efficiently compared to previous work. The visibility function is represented using low-order spherical harmonics, and the product of the cosine function and the lighting environment is tabulated in textures, decoupling normal variation from visibility. PCA compresses the results and accelerate the computation.