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9.11. Precomputed Radiance Transfer 431
points on the unit sphere. The x/y/z coordinates of these points are also
the coordinates of normalized vectors, which can thus represent directions.
Precomputed radiance transfer techniques require that the incoming
radiance be projected into an appropriate basis. For computation and
storage reasons, the number of basis functions used must be small. This
restricts the possible incoming radiance situations to a low-dimensional
space.
The first precomputed radiance transfer technique, proposed by Sloan
et al. [1186] used the real spherical harmonics for this purpose (see Sec-
tion 8.6.1 for more information on this basis). In this technique, the trans-
fer function is represented as a set of spherical harmonic (SH) coefficients.
The outgoing radiance from each location is assumed to be the same for all
outgoing directions, i.e., the surface is a diffuse reflector, so radiance can
be represented by a single value.
For each location, the transfer function SH coefficients describe how
much illumination is received, dependent on the incoming light’s direction.
A more direct way of thinking of this function is to consider each spherical
harmonic element as a lighting situation to be evaluated. See Figure 9.69,
which shows the computation of the transfer function coefficients. At the
top, we see the object for which the transfer function will be computed.
Below it are visualizations of the first four spherical harmonic basis func-
tions. We will focus on the leftmost one, which is the simplest spherical
harmonic basis function, y
0
0
. This function has a constant value over the
sphere. The green color indicates that this value is positive. Light color
is ignored for simplicity, so all values shown are scalars (RGB light will be
discussed later).
Under this type of lighting situation, equal illumination comes from
all directions. Say, by some offline process, we precisely compute the out-
going radiance from each location due to direct illumination, reflection,
scattering, etc. The leftmost blue arrow shows the result of this lighting
computation, on the bottom left corner of Figure 9.69. We can see that the
computed amount varies over the object. This amount is the coefficient,
i.e., the multiplier, that says how much light reaches the location and is
reflected outward. Locations in crevices are dimmer, and therefore have a
lower coefficient, than those fully exposed. This coefficient is similar to the
ambient occlusion factor, but it takes the entire radiance transfer process
into account, not just occlusion.
Now take the other three spherical harmonic basis functions shown in
Figure 9.69, and treat each as a lighting situation. For example, the third
basis function from the left (y
0
1
) can be thought of as lights above and below
the object, fading off toward the horizon. Say this lighting situation is then
perfectly evaluated for the vertices (or, really, any given set of locations)
on the object. The coefficient stored at each location will then perfectly