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== |