Normal mapping for precomputed radiance transfer

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Normal mapping for precomputed radiance transfer
Normal mapping is a variant of bump mapping that is commonly used in computer games. It models complex surface variations by explicitly storing a surface normal in a texture map. However, it has not been used with precomputed radiance transfer (PRT), a technique for modeling an object’s response to a parameterized model of lighting, which enables interactive rendering of complex global illumination effects such as soft shadows and interreflections. This paper presents several techniques that effectively combine normal mapping and precomputed radiance transfer for rigid objects. In particular, it investigates representing the convolved radiance function in various bases and borrowing concepts from the separable decomposition of BRDF’s.
Peter-Pike J. Sloan
Added 14 Jun 2010
Updated 14 Jun 2010
Type Conference
Year 2006
Where SI3D
Authors Peter-Pike J. Sloan
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