Hi All, I've just started reading classical papers on SH (Green and Peter-Pike Sloan papers tbp)
Our renderer by now just uses "Reflective Shadows Maps" to evaluate VPL and attempt to create a global illumination solution. Problem is that "naive" RSM just can't be used in Real Time applications. So I've started looking at more advanced techniques like LPV and Radiance Hints.
So far I understand that SH are the base of those techniques....I'll try to explain my objectives:
Goal 1: We've a 3D scene with n lights and a 64x64x64 grid over the whole 3D scene. Every "cell" is a light probe and I want to use SH to store incoming illumination from the n lights
Goal 2: Use the 64x64x64 "probes" texture to interpolate GI for the scene in a final (deferred) renderer pass
Problem: I really really struggling understanding how SH works and how they can help me storing incoming radiance from scene lights.
Can someone help me on that and point me in the right direction?
Thanks in advance