How are spherical harmonic gradients used in lighting?

How are spherical harmonic gradients used in lighting?

We present an analytic formula for spherical harmonic (SH) gradients from uniform polygonal area lights, and show how this new theoretical result enables scaling Precomputed Radiance Transfer (PRT) to hundreds of area lights. We first compute the lighting SH coefficients and gradients on a sparse 3D grid.

How to calculate the gradient in spherical coordinates?

In spherical coordinates, the gradient is given by: where r is the radial distance, φ is the azimuthal angle and θ is the polar angle, and e r, e θ and e φ are again local unit vectors pointing in the coordinate directions (i.e. the normalized covariant basis).

How to make gradients in spot light Blender?

Create simple Circle filled with Ngon or Triangle, or even fill it as you pleased and scale it down to 0.1. Create this node setup (I’ll explain it later): Light Falloff. You can control here light strength and smoothness. Color Ramp. This will make gradients as you like. Try adding/deleting/shifting colors and you’ll see the magic.

When is the dot product of the gradient of H differentiable?

More precisely, when H is differentiable, the dot product of the gradient of H with a given unit vector is equal to the directional derivative of H in the direction of that unit vector. Definition. The gradient of the function f(x,y) = −(cos2x + cos2y)2 depicted as a projected vector field on the bottom plane.

How are spherical harmonics used in offline rendering?

Recent work has developed analytic formulae for spherical harmonic (SH) coefficients from uniform polygonal lights, enabling near-field area lights to be included in Precomputed Radiance Transfer (PRT) systems, and in offline rendering.

How are spherical harmonics used in real time?

PRT and Spherical Harmonics. SH have been widely used in both real-time and offline rendering, going back to the work by Cabral et al. [1987]. In particular, they have widely been used in practice for PRT [Sloan et al. 2002], enabling soft shadows and other light transport effects.

Is the SH method inefficient for many-light rendering?

However, the method is inefficient since coefficients need to be recomputed at each vertex or shading point, for each light, even though the SH coefficients vary smoothly in space. The complexity scales linearly with the number of lights, making many-light rendering difficult.