Re: Fast SH squaring

Ben Yeoh <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
On Thu, Oct 22, 2009 at 4:09 AM, Bert Peers <[email protected]> wrote:

>
> Seriously though, in what context is this problem popping up?
>
>
Basically, I am trying to evaluate a better approximation to an SH
exponential, as recommended by the paper I mentioned earlier. I'm getting
some wierd ringing artifacts with just the OL approach even with 1 sphere
blocker that is probably approximation error. Or it could be just due to
some random stupidity on my part - although I've checked my stuff and it
looks like it's in order. Anyway, that is a subject for another thread...

Also, I'm doing all the computations per-pixel in the GPU, with 16
coefficents (4th order... or is that 3? :)) so a more efficient scheme than
a general triple-product would be indispensable to an application that is
already very very very fill-rate bound.

Ben

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