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Groups > comp.graphics.algorithms > #901
| From | Nicolas Bonneel <nicolas.bonneel@wwwwwwwwanadoo.fr> |
|---|---|
| Newsgroups | comp.graphics.algorithms |
| Subject | Re: Rotating Spherical Harmonics |
| Date | 2012-07-01 00:16 -0400 |
| Organization | Aioe.org NNTP Server |
| Message-ID | <jsoivg$ei0$1@speranza.aioe.org> (permalink) |
| References | <udgHr.500084$4v3.160425@fx08.am4> |
Le 29/06/2012 07:22, Thomas a écrit : > Hello > > I'm playing with a Spherical Harmonic (SH) based implementation of Image > Based Lighting and need to rotate a function expressed as a series of SH > coefficients Could someone familiar with the subject be so kind as to point > me to the current state of the art. Since the context is computer graphics, > I'm more interested in speed than accuracy. > > Haviing said that speed is the priority, it seems to me that accuracy would > be best preserved by decomposing an arbitrary rotation into a cannonical > rotation plus a smaller arbitrary rotation. Rotating by 180 degrees about > the x/y axes would seem straightforward and fast. Are there any other simple > cannonical rotations. Hi, there is a paper which approximates the SH rotation matrices: http://www.irisa.fr/prive/kadi/SiteEquipeAsociee/Site_RTR2A/Papiers/2006-sccg-krivanek.pdf But I don't find the exact method that slow (for a given rotation, you just have a b*b matrix to build for each band of order b). The maths (for the exact formula) are here: http://www.cs.columbia.edu/~cs4162/slides/spherical-harmonic-lighting.pdf (actually, if I remember well there might be a typo in the formula which can be easily corrected by looking at the references). I know that DirectX has some functions to rotate SH but I'm not a DirectX person, so I can't tell which. An option that I used at some point is to precompute a bunch of rotated SH in a 3D texture and upload everything once and for all to the GPU (for BRDF rendering). Finally, there is a fast SH transform code on the web based on FFTW which I find extremely fast, and unless you only need 10 SH bands (which is already high for rendering not too specular surfaces / low frequency environments), you can run it on your rotated signals directly ;) Cheers
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Rotating Spherical Harmonics "Thomas" <someone@somewhere.com> - 2012-06-29 12:22 +0100
Re: Rotating Spherical Harmonics Nicolas Bonneel <nicolas.bonneel@wwwwwwwwanadoo.fr> - 2012-07-01 00:16 -0400
Re: Rotating Spherical Harmonics "Thomas" <someone@somewhere.com> - 2012-07-02 12:56 +0100
Re: Rotating Spherical Harmonics "Thomas" <someone@somewhere.com> - 2012-07-05 14:04 +0100
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