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Assignment №5: SH diffuse shader.

  1. Use previous project. Set it up as described in it's readme.
  2. Open Scenes/6_SphericalHarmonics.
  3. Implement Monte-Carlo projection of that map into SH (CubemapToSphericalHarmonic.compute::67). Note that your calculations are only updated upon entering playmode.
  4. Reproduce Expected result
    (If you didn't complete previous HW, only the left sphere should be correctly lit).
  5. Check yourself using Check My HW button. You should see "Everything is correct!" log. Otherwise you'll be shown the difference from correct values.
  6. Send me a screenshot of your results at mischapanin@gmail.com along with your code.
  7. The e-mail should have the following topic: HSE.CG.<your_name>.<your_last_name>.HW5

Bonus points: You can get an extra 20% bonus if you implement support for some sort of brdf, allowing for various degrees of surface roughness.

Note: This is the solution used in real games. Keep it as fast as possible.