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

Dec 13, 2005

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.

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