« on: October 11, 2016, 02:19:49 PM »
For those looking for some in-depth written explanation, I’ve also decided to write a series of blog posts that should hopefully shed some light on the basics of using SG’s in rendering. The first post provides background material by explaining common approaches to storing pre-computing lighting data in lightmaps and/or probes. The second post focuses on explaining the basics of Spherical Gaussians, and demonstrating some of their more useful properties. The third post explains how the various SG properties can be used to compute diffuse lighting from an SG light source. The fourth post goes even deeper and covers methods for approximating the specular contribution from an SG light source. The fifth post explores some approaches for using SG’s to create a compact approximation of a lighting environment, and compares the results with spherical harmonics. Finally, the sixth posts discusses features present in the the lightmap baking demo that we’ve released on GitHub.
- Part1 - A Brief (and Incomplete) History of Baked Lighting Representations
- Part2 - Spherical Gaussians 101
- Part3 - Diffuse Lighting From an SG Light Source
- Part4 - Specular Lighting From an SG Light Source
- Part5 - Approximating Radiance and Irradiance With SG’s
- Part6 - Step Into The Baking Lab