Normal mapping with low-frequency precomputed visibility

  • Authors:
  • Michal Iwanicki;Peter-Pike Sloan

  • Affiliations:
  • CD Projekt RED;Disney Interactive Studios

  • Venue:
  • SIGGRAPH 2009: Talks
  • Year:
  • 2009

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Abstract

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.