Undershooting in spherical harmonics generated by cubemap convolution
Alen Ladavac <[email protected]>
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Organization | Croteam |
| Message-ID | <[email protected]> |
Hi all, When generating 2nd order SHs by convolving environment cubemaps, In some rare cases I get some strange artefacts that seem as if that is just a limitation of 2nd order SHs, but I'm not sure, so I figured I'd ask... The problematic case is where there is only a handful of very bright (~2000x the cubemap average) pixels in one narrow direction (~0.5 deg). (This example is generated by a sun disk in the skies, when seen through a small window in a dark room). In this case I get large undershooting (manifesting as a black spot) in some other direction. Depending on the bright direction, the black spot is sometimes on the opposite side, but sometimes it is e.g. 90 or 135 degrees from the bright side, etc. I was expecting to see something like this in the exact opposite direction, but I'm a bit surprised to see it move around. Then again, I'm not an SH expert, so I'm probably wrong. So to ask a concrete question: Is it normal for SH approximation errors in such "spiky" cases to generate undershooting in directions that are not directly opposite to the brightest point? Thanks, Alen ------------------------------------------------------------------------------ Register Now & Save for Velocity, the Web Performance & Operations Conference from O'Reilly Media. Velocity features a full day of expert-led, hands-on workshops and two days of sessions from industry leaders in dedicated Performance & Operations tracks. Use code vel09scf and Save an extra 15% before 5/3. http://p.sf.net/sfu/velocityconf _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list