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436 9. Global Illumination
on rigid objects is supported. Also, any high frequencies in the lighting or
transfer will be blurred.
The distant lighting restriction can be relaxed in some cases. The SH
lighting coefficients can be varied from location to location to simulate local
lighting. However, large-scale effects modeled by the transfer function may
be invalidated, especially if the lighting varies too rapidly. As a simple
example, imagine precomputed radiance transfer on a statue, which models
the shadow cast from the arm onto the body. If a light source moves
between the arm and the body, the precomputed radiance transfer will no
longer be valid. In short, local lighting can usually be modeled to good
effect if some care is taken not to let the light sources get too close to the
object.
Green [444] gives various implementation considerations for computing
and using the transfer function coefficients, as do Ko et al. [677, 678] and
Oat [950]. Isidoro [593] also gives specific considerations for using precom-
puted radiance transfer with subsurface scattering.
Techniques have been proposed to render glossy reflections with precom-
puted radiance transfer, using either spherical harmonics [633, 754, 1186]
or other bases [442, 782, 1273, 1394]. However, in practice, these techniques
are extremely costly in terms of computation, storage, or both, so they are
unlikely to be a good fit for most real-time rendering applications.
The basic diffuse precomputed radiance transfer algorithm has been
extended or improved in various ways, some of which are of interest for
real-time rendering. The storage required by the transfer function can be
quite high, including dozens of coefficients sampled over object vertices
or texels. Sloan et al. [1187] propose compressing the radiance transfer
using clustered principal components analysis. This technique speeds up
rendering, as well as saving space, but it may result in artifacts.
A later method proposed by Sloan et al. [1188] enables applying pre-
computed radiance transfer to deformable surfaces, as long as the transfer
encodes only local effects. Shadowing and interreflections from small de-
tails such as bumps can be modeled, as well as local scattering effects, such
as translucency.
Sloan [1189] also discusses different possibilities for combining radiance
transfer that has been precomputed at a low spatial resolution with fine-
scale normal maps. He investigates projecting the transferred radiance into
various bases for this purpose and concludes that the Half-Life 2 represen-
tation produces better results than low-order hemispherical or spherical
harmonics.
Precomputed radiance transfer usually refers to techniques using envi-
ronment lighting. However, some methods have been developed for precom-
puting the response of objects and surfaces to directional or point lights.
Malzbender et al. [814] present a method for encoding the directional illumi-