SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Spherical wavelets: efficiently representing functions on the sphere
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Global illumination using photon maps
Proceedings of the eurographics workshop on Rendering techniques '96
An efficient representation for irradiance environment maps
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Bidirectional Reflection Distribution Function Expressed in Terms of Surface Scattering Modes
ECCV '96 Proceedings of the 4th European Conference on Computer Vision-Volume II - Volume II
Clustered principal components for precomputed radiance transfer
ACM SIGGRAPH 2003 Papers
Lambertian Reflectance and Linear Subspaces
Lambertian Reflectance and Linear Subspaces
Noise-Resistant Fitting for Spherical Harmonics
IEEE Transactions on Visualization and Computer Graphics
Normal mapping for precomputed radiance transfer
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Efficient self-shadowed radiosity normal mapping
ACM SIGGRAPH 2007 courses
Lighting and material of Halo 3
ACM SIGGRAPH 2008 Games
A novel hemispherical basis for accurate and efficient rendering
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Physically based real-time translucency for leaves
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Level-of-detail and streaming optimized irradiance normal mapping
I3D '11 Symposium on Interactive 3D Graphics and Games
Proceedings of the 2011 SIGGRAPH Asia Conference
Technical section: Memory efficient light baking
Computers and Graphics
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Irradiance normal mapping is a method to combine two popular techniques, light mapping and normal mapping, and is used in games such as Half-Life 2 or Halo 3. This combination allows using low-resolution light caching on surfaces with only a few coefficients which are evaluated by normal maps to render spatial high-frequency changes in the lighting. Though there are dedicated bases for this purpose such as the Half-Life 2 basis, higher order basis functions such as quadratic Spherical Harmonics are needed for an accurate representation. However, a full spherical basis is not needed since the irradiance is stored on the surface of a scene. In order to represent the irradiance signals efficiently, we propose a novel polynomial, hemispherically orthonormal basis function set that is specifically designed to carry a directional irradiance signal on the hemisphere and which makes optimal use of the number of coefficients. To compare our results with previous work, we analyze the relations and attributes of previously proposed basis systems and show that 6 coefficients are sufficient to accurately represent an irradiance signal on the hemisphere. To create the necessary irradiance signals, we use Spherical Harmonics as an intermediate basis due to their fast filtering capabilities.