Rendering Shadows: Difference between revisions

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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.
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/


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


==References==
==References==