Search






My Shopping Cart

[ 0 ] items in cart

View Cart | Checkout


Game Developer Research
bullet Research Reports

Gamasutra
bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before


Newest Item(s)
bullet

Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)


Storefront > GDC Vault Store - Audio Recordings > GDC 2007


View larger image
 


QTY:

Is There Anything Comparable to Spherical Harmonics But Simpler?
Price $7.95
Adjustment
Type
Stock Unlimited
Status
Weight 0 lb, 0 oz
SKU GDC07-4586
Statistics
Description

Is There Anything Comparable to Spherical Harmonics But Simpler?

Speakers: Chi Sing Leung, Tien-Tsin Wong

Track: Programming

Format: Lecture

Experience Level: Intermediate

Description: This lecture introduces a computationally more efficient, mathematically simpler, and visually identical substitute to spherical harmonics (SH). It is spherical radial basis function (SRBF). It represents lighting including soft shadow, caustics, interreflection, HDR environment map, and other global illumination like effects. It naturally supports both local illumination (point and directional sources) as well as lighting under distant environment (integration of lighting contributions over a spherical environment). The lecture covers the underlying mathematics (which shows simplicity), describes its implementation (which exhibits its computational efficiency), and demonstrates the visual results (which shows its comparability). We also present the mathematics for obtaining the noise-proof SRBF coefficients, so that compression (that introduces quantization noises) can be applied on them to achieve a compact solution for sophisticated lighting effects. A set of tools and hacks is provided and explained to achieve various lighting effects and real-time performance. It can be shown that all lighting effects by SH are achievable with SRBF, including the tricky rotation.

Idea Takeaway: The presentation delivers the underlying mathematics, implementation details/experiences/tricks, and demonstrations of this novel SRBF lighting framework. A SRBF toolkit with source code is also provided and detailed.

Intended Audience: Rendering engine programmers and hackers who are looking for efficient and simpler implementation of realistic lighting effects.

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.