May 2008

Spherical Harmonics with RenderMan (some progress)

As part of my RenderMan for real-time research, I have for some time, been working on a solution for generating spherical harmonic coefficients from arbitrarily complex lighting environments for use in real-time. While not completely finished with this, I have some promising preliminary results.

First, some background. Spherical Harmonic lighting is a method for computing complex low-frequency lighting solutions in real-time by pre-calculating a series of SH coefficients which when used in a linear combination of SH basis functions, can produce an approximation of the original lighting. For more details on this process, I would direct you to Robin Green’s Spherical Harmonic Lighting: The Gritty Details. I drew much of my code from this paper.

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Renderman
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NES Programming: Getting Started

Awesome!So the other day, I got the urge to do some retro-programming. What better platform, I thought to myself, than the Nintendo Entertainment System. Unfortunately, for the beginner, programming even a very simple ROM and running it in your favorite emulator can be challenging. So here now is my small guide to getting started.

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Programming

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