In-Depth: Spherical Harmonic Lighting

December 7, 2011 | By
Simon Yeung

Spherical Harmonics(SH) functions are a set of orthogonal basis functions defined in spherical coordinates using imaginary numbers. In this post, we use the following conversion between spherical and cartesian coordinates:

Since we are dealing with real value functions, we only need to deal with real spherical harmonics functions which in the form of:

The index

The linear combination of SH basis functions with scalar values can be used to approximate a function as below:

With an approximation up to band

So the remaining problem to approximate a function is to compute the coefficient

To compute a definite integral numerically, we can consider the Monte Carlo Estimator:

When the number of samples, N, is large enough, the estimator F will equal to the definite integral because considering the expected value of F:

When number of samples,N, is large enough, by the law of large numbers, the estimator F will converge to the definite integral. Therefore, we can calculate the coefficient of the SH basis functions by using Monte Carlo Estimator.

There are 2 important properties properties of SH functions:

First, it is rotationally invariant.

Where the rotated function

Second, when integrating 2 SH projected functions over the spherical domain, the results will equals to dot product of their SH coefficients (due to the SH basis functions are orthogonal):

This is a nice property that we can calculate the integration over the spherical domain by a dot product of the SH coefficients.

When performing lighting calculation, we need to solve the rendering equation:

For shading lambert diffuse surface without shadow, we can simplify the rendering equation into:

To solve this integral, we can project the functions

If a SH projected function is rotational symmetric about a fixed axis, it is called Zonal Harmonics(ZH). If this axis is the z-axis, this will make the ZH function only depends on

,which is faster than the general SH rotation. The ZH function is well suit to approximate the function max(N

Here is a webGL demo (which need a webGL enabled browser such as Chrome) using the cube map below as light source and projected to SH function using Monte Carlo Integration.

Both the white and the blue color on the model is reflected from the sun and the blue sky using SH coefficients generated from the cube map and the ZH coefficients projected from max(N

The source code of the webGL can be downloaded here.

SH functions can be used to approximate the rendering equation with only a few coefficients and a simple dot product to evaluate lighting during run time. But it also has its disadvantage while SH can only approximate low frequency function as it needs large number of bands to represent high frequency details.

[1] Spherical Harmonics Lighting: The Gritty Details: http://www.research.scea.com/gdc2003/spherical-harmonic-lighting.pdf

[2] Stupid Spherical Harmonics(SH) Trick: http://www.ppsloan.org/publications/StupidSH36.pdf

[3] Physically Based Rendering: http://www.amazon.com/gp/product/0123750792/ref=pd_lpo_k2_dp_sr_1?pf_rd_p=486539851&pf_rd_s=lpo-top-stripe-1&pf_rd_t=201&pf_rd_i=012553180X&pf_rd_m=ATVPDKIKX0DER&pf_rd_r=09AG8FQQWKJHC2AEFPD1

[4] Sky box texture downloaded from: http://www.codemonsters.de/home/content.php?show=cubemaps