Sloan P P, Kautz J, Snyder J. Precomputed radiance transfer for real-time rendering in dynamic, low-frequency lighting environments[C]//ACM Transactions on Graphics (TOG). ACM, 2002, 21(3): 527-536.
- IDE: Visual Studio 2017 15.7.2
Package name | Version |
---|---|
AntTweakBar | 1.16.3 |
Assimp | 3.0.0 |
Eigen | 3.3.3 |
GLEW | 1.9.0.1 |
GLFW | 3.2.1.5 |
glm | 0.9.8.5 |
OpenCV | 3.1.0 |
- DIffuse Surface Self-Transfer
From left to right: diffuse, unshadowed; diffuse, shadowed; diffuse, interreflected (bounce = 1)
- Glossy Surface Self-Transfer
From left to right: glossy, unshadowed; glossy, shadowed; glossy, interreflected (bounce = 1)
- Slomp M P B, Oliveira Neto M M, Patrício D I. A gentle introduction to precomputed radiance transfer[J]. Revista de informática teórica e aplicada. Porto Alegre. Vol. 13, n. 2 (2006), p. 131-160, 2006.
- Green R. Spherical harmonic lighting: The gritty details[C]//Archives of the Game Developers Conference. 2003, 56: 4.
- Kautz J, Snyder J, Sloan P P J. Fast Arbitrary BRDF Shading for Low-Frequency Lighting Using Spherical Harmonics[J]. Rendering Techniques, 2002, 2(291-296): 1.
- Learn OpenGL Tutorial
- It is highly recommended to compile this project in Release mode. BTW, you can choose either x86 or x64, but personally I prefer x64.
- Because the data files for glossy objects are too large (300MB), we ignore them from git and you may need to generate them manually.
- Since GLM version 0.9.9, GLM default initializes matrix types to a 0-initialized matrix, instead of the identity matrix. From that version it is required to initialize matrix types as:
glm::mat4 mat=glm::mat4(1.0f)
.