Precomputed Radiance Transfer – Spherical Harmonics Lighting

Description: This is a DirectX application that I developed using Precomputed Radiance Transfer (PRT) and Spherical Harmonics (SH) in order to implement a form of Global Illumination (GI). The two screen shots show the scene using a directional light source and a cube map as a light source.

Date: 2009

Features and Notes:

  • Self Shadowing
  • Soft Shadows
  • Realistic Lighting
  • Scene objects must stay static relative to each other
  • Scene objects can not deform
  • No Specularity
  • Only uses vs_1_1
  • Real-time
  • Requires a long precomputation process
  • Dependant upon mesh resolution of scene objects
  • Can be extended for inter-reflected diffuse (Not implemented, coming soon)
  • Can be extended for subsurface scattering (SSS) (Not implemented, coming soon)

Platform: PC

Requirements: Windows XP, 512 MB RAM, 1.6 GHz Processor

Controls: None

Download: None

Screen Shots:

Directional Light Source

Rotating Cube Map Light source. Note the new color of the objects.

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