We present a method for creating a geometry-dependent basis for precomputed radiance transfer. Unlike previous PRT bases, ours is derived from principal component analysis of the sampled transport functions at each vertex. It allows for efficient evaluation of shading, has low memory requirements and produces accurate results with few coefficients. We are able to capture all-frequency effects from both distant and near-field dynamic lighting in real-time and present a simple rotation scheme. Reconstruction of the final shading becomes a low-order dot product and is performed on the GPU. CR Categories: I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism--Color, shading, shadowing, and texture
Derek Nowrouzezahrai, Patricio D. Simari, Evangelo