Spherical harmonics lighting interpolation
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TravisG
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Published on 2013-11-10T15:53:50Z
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2013/11/10
16:13 UTC
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opengl
|spherical-harmonics
I want to use hardware filtering to smooth out colors in texels of a texture when I'm accessing texels at coordinates that are not directly at the center of the texel, the catch being that the texels store 2 bands of spherical harmonics coefficients (=4 coefficients), not RGBA intensity values.
Can I just use hardware filtering like that (GL_LINEAR with and without mip mapping) without any considerations?
In other terms: If I were to first convert the coefficients back to intensity representations, than manually interpolate between two intensities, would the resulting intensity be the same as if I interpolated between the coefficient vectors directly and then converted the interpolated result to intensities?
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