Part of the Khronos Group

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers



Simulating global diffused light using spherical harmonic functions implemented using the OpenGL Sha

This paper describes a new approach to simulate global diffused light,
using spherical harmonic functions. The typical method for calculating lightning based on spherical harmonic functions uses raytracing. The new solution calculate the coefficients using GPU and a rasterization algorithm. The implementation (with executable for download) uses the OpenGL Shading Language.

Dec 13, 2005 | Category: Developers


<< Back to main

Column Footer