Abstract
Shading models that wrap around the hemisphere have been used to approximate subsurface scattering, area light sources, and softer reflectance profiles. We generalize a specific technique that has been used in games by parameterizing the amount of wrapping while retaining important mathematical properties. We include details on how to incorporate theses models with spherical harmonic lighting.
Acknowledgments
The authors would like to thank Morgan McGuire for identifying and discussing with us the application of shadow mapping to our technique.
Notes
1For example, for integration into a triple product integration framework, wherein lighting and/or visibility can be represented with higher-order SH expansions.