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\u27s 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 limitat...
Rotating functions represented by spherical harmonics is an important part of many real-time lightin...
A fast and exact algorithm is developed for the spin +-2 spherical harmonics transforms on equi-angu...
Figure 1: From left to right. A hand model shaded using only one sample at the center. The middle im...
Rotation of functions represented by spherical harmonics is an important part of many real-time ligh...
Rotation of functions represented by spherical harmonics is an important part of many real-time ligh...
Rotation of functions represented by spherical harmonics is an important part of many real-time ligh...
Rotating functions represented by spherical harmonics is an important part of many real-time lightin...
Rotating functions represented by spherical harmonics is an important part of many real-time lightin...
Rotating functions represented by spherical harmonics is an important part of many real-time lightin...
Rotating functions represented by spherical harmonics is an important part of many real-time lightin...
Real-time shading using general (e.g., anisotropic) BRDFs has so far been limited to a few point or ...
Real-time shading using general (e.g., anisotropic) BRDFs has so far been limited to a few point or ...
Real-time shading using general (e.g., anisotropic) BRDFs has so far been limited to a few point or ...
A fast and exact algorithm is developed for the spin +-2 spherical harmonics transforms on equi-angu...
Spherical Harmonic (SH) lighting is widely used for real-time rendering within Precomputed Radiance ...
Rotating functions represented by spherical harmonics is an important part of many real-time lightin...
A fast and exact algorithm is developed for the spin +-2 spherical harmonics transforms on equi-angu...
Figure 1: From left to right. A hand model shaded using only one sample at the center. The middle im...
Rotation of functions represented by spherical harmonics is an important part of many real-time ligh...
Rotation of functions represented by spherical harmonics is an important part of many real-time ligh...
Rotation of functions represented by spherical harmonics is an important part of many real-time ligh...
Rotating functions represented by spherical harmonics is an important part of many real-time lightin...
Rotating functions represented by spherical harmonics is an important part of many real-time lightin...
Rotating functions represented by spherical harmonics is an important part of many real-time lightin...
Rotating functions represented by spherical harmonics is an important part of many real-time lightin...
Real-time shading using general (e.g., anisotropic) BRDFs has so far been limited to a few point or ...
Real-time shading using general (e.g., anisotropic) BRDFs has so far been limited to a few point or ...
Real-time shading using general (e.g., anisotropic) BRDFs has so far been limited to a few point or ...
A fast and exact algorithm is developed for the spin +-2 spherical harmonics transforms on equi-angu...
Spherical Harmonic (SH) lighting is widely used for real-time rendering within Precomputed Radiance ...
Rotating functions represented by spherical harmonics is an important part of many real-time lightin...
A fast and exact algorithm is developed for the spin +-2 spherical harmonics transforms on equi-angu...
Figure 1: From left to right. A hand model shaded using only one sample at the center. The middle im...