Thursday, February 4, 2010

"Efficient Irradiance Normal Mapping"

"Irradiance normal mapping is a method to combine two popular techniques, light mapping and normal mapping, and is used in games such as Half-Life 2 or Halo 3. This combination allows using low-resolution light caching on surfaces with only a few coefficients which are evaluated by normal maps to render spatial high-frequency changes in the lighting."

Now that sounds like it might work in combination with the virtual texturing surface caching idea!
Not sure about it's performance though, which is rather crucial.

You can find the paper here.


  1. I have read this paper an I agree that it could be compatible with virtual texturing. However, I wonder how the irradiance SH vector will behave with the compression method used in the virtual texture like Id and you do (due to the fact that it is not a lossless compression).

  2. By "SH vector", I mean their new "H-basis". But my question still make sense with the regular SH basis.

  3. That's a good point.

    Although I can't say for sure, since I haven't tried this method yet, and so haven't seen it's data.

    But SH data, from what I've seen contains a lot of 1's and 0's and seems very compressible..


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