
2. Deferred Normalized Irradiance Probes 205
The irradiance computation is very similar to that of [Elias 00]: for every
single basis vector and for every cube-map texel, we project incoming radiance
to diffuse the lighting contribution. To do this efficiently, we have a multiplier
map that takes into account both Lambert’s cosine law term and the hemicube’s
shape compensation. This weight map is normalized (the sum of all texel weights
for a single basis is 1). Compensation is necessary because different cube-map
texels corresponding to different positions subtend a different solid angle on a
hemisphere. Once incoming radiance is multiplied by a bidirectiona ...