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>>290 > Lighting in most real scenes is complex, coming from a variety of sources > including area lights and large continuous lighting distributions like skylight. > But current graphics hardware only supports point or directional light sources. > One reason is the lack of simple procedural formulas for general lighting distributions. > Instead, an integration over the upper hemisphere must be done for each pixel. > > We present such a simple formula for diffuse objects, i.e. for the irradiance. > The key to our approach is the rapid computation of an analytic approximation to the > irradiance environment map. For rendering, we demonstrate a simple procedural algorithm > that runs at interactive frame rates, and is amenable to hardware implementation. > No texture-mapping is required for the irradiance with our approach. > > The main ingredient is the derivation of an analytic formula for the irradiance > in terms of spherical harmonic coefficients of the lighting. For rendering, > the key observation is that the Lambertian BRDF behaves sufficiently closely > to a low-pass filter that we need consider only the first 2 orders of spherical harmonics, > i.e. 9 parameters. The simple form of the first 9 spherical harmonics makes > implementation straightforward.
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