Efficient irradiance normal mapping

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.

[1]  Peter-Pike J. Sloan,et al.  Clustered principal components for precomputed radiance transfer , 2003, ACM Trans. Graph..

[2]  Peter Schröder,et al.  Spherical wavelets: efficiently representing functions on the sphere , 1995, SIGGRAPH.

[3]  Sumanta N. Pattanaik,et al.  Eurographics Symposium on Rendering (2004) a Novel Hemispherical Basis for Accurate and Efficient Rendering , 2022 .

[4]  Andrea J. van Doorn,et al.  Bidirectional Reflection Distribution Function Expressed in Terms of Surface Scattering Modes , 1996, ECCV.

[5]  Andrew Chi-Sing Leung,et al.  Noise-resistant fitting for spherical harmonics , 2006, IEEE Transactions on Visualization and Computer Graphics.

[6]  H. Groemer Geometric Applications of Fourier Series and Spherical Harmonics , 1996 .

[7]  Michael Wimmer,et al.  Physically Based Real-Time Translucency for Leaves , 2007, Rendering Techniques.

[8]  Robin Green,et al.  Spherical Harmonic Lighting: The Gritty Details , 2003 .

[9]  Chris Green,et al.  Efficient self-shadowed radiosity normal mapping , 2007, SIGGRAPH Courses.

[10]  Christopher J. BISHOPAbstra,et al.  Orthogonal Functions , 2022 .

[11]  Oleg A. Makhotkin Analysis of radiative transfer between surfaces by hemispherical harmonics , 1996 .

[12]  Henrik Wann Jensen,et al.  Global Illumination using Photon Maps , 1996, Rendering Techniques.

[13]  Ronen Basri,et al.  Lambertian reflectance and linear subspaces , 2001, Proceedings Eighth IEEE International Conference on Computer Vision. ICCV 2001.

[14]  Pat Hanrahan,et al.  An efficient representation for irradiance environment maps , 2001, SIGGRAPH.

[15]  Jan Kautz,et al.  Precomputed radiance transfer for real-time rendering in dynamic, low-frequency lighting environments , 2002 .

[16]  James T. Kajiya,et al.  The rendering equation , 1986, SIGGRAPH.

[17]  Peter-Pike J. Sloan Normal mapping for precomputed radiance transfer , 2006, I3D '06.

[18]  Hao Chen,et al.  Lighting and material of Halo 3 , 2008, SIGGRAPH '08.