Rendering Shadows: Difference between revisions

 
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===Precomputed Radiance Transfer (PRT)===
===Precomputed Radiance Transfer (PRT)===
{{main | Wikipedia: Precomputed Radiance Transfer}}
{{main | Wikipedia: Precomputed Radiance Transfer}}
===Spherical Harmonics===
https://www.cs.columbia.edu/~bosun/images/research/sig06/download/shexp.pdf
The idea here is to approximate each blocker object as a set of spheres. For any receiver point and each spherical blocker, we can compute a SH approximation of the light blocked. Then the SH coefficients can be added together to get compute the non-occluded light.
===SDF===
See https://iquilezles.org/articles/rmshadows/ to render shadows using raymarching if your scene can be represented as a signed distance field.


==Ambient Occulusion==
==Ambient Occulusion==


==References==
==References==