Fast, arbitrary BRDF shading for low-frequency lighting using spherical harmonics
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Local, deformable precomputed radiance transfer
ACM SIGGRAPH 2005 Papers
Radiance Caching for Efficient Global Illumination Computation
IEEE Transactions on Visualization and Computer Graphics
Eigentransport for efficient and accurate all-frequency relighting
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
Precomputed radiance transfer for X3D based mixed reality applications
Web3D '08 Proceedings of the 13th international symposium on 3D web technology
Diffusion MRI Registration Using Orientation Distribution Functions
IPMI '09 Proceedings of the 21st International Conference on Information Processing in Medical Imaging
Sparse zonal harmonic factorization for efficient SH rotation
ACM Transactions on Graphics (TOG)
Efficient wavelet rotation for environment map rendering
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
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We present a fast and simple approximation of spherical harmonic rotation which decreases the asymptotic complexity and achieves a speedup of four to six in practical applications. The rotation procedure's simplicity allows implementation in a pixel shader of standard graphics hardware. The main idea is to replace the general spherical harmonic rotation matrix by its truncated Taylor expansion, resulting in a sparse matrix. We show applications in global illumination (radiance interpolation) and GPU-based real-time shading (normal mapping on surfaces with arbitrary BRDFs illuminated by low-frequency environment lighting). Although the rotation approximation is accurate only for small rotation angles, we show this is not a serious limitation in our applications.