Normal mapping for precomputed radiance transfer
Peter-Pike Sloan
Symposium on Interactive 3D Graphics and Games, March 2006, pp. 23--26.
Abstract: Normal mapping is a variant of bump mapping that is commonly used in computer games. It models complex surface variations by explicitly storing a surface normal in a texture map. However, it has not been used with precomputed radiance transfer (PRT), a technique for modeling an object's response to a parameterized model of lighting, which enables interactive rendering of complex global illumination effects such as soft shadows and interreflections. This paper presents several techniques that effectively combine normal mapping and precomputed radiance transfer for rigid objects. In particular, it investigates representing the convolved radiance function in various bases and borrowing concepts from the separable decomposition of BRDF's.
Article URL: http://dx.doi.org/10.1145/1111411.1111415
BibTeX format:
@inproceedings{Sloan:2006:NMF,
  author = {Peter-Pike Sloan},
  title = {Normal mapping for precomputed radiance transfer},
  booktitle = {Symposium on Interactive 3D Graphics and Games},
  pages = {23--26},
  month = mar,
  year = {2006},
}
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