immersive-web / immersive-web/lighting-estimation
Need to formally define the integration of irradiance in XRLightProbe's sphericalHarmonicsCoefficients and its relationship with the discrete samples accessed by XRReflectionProbe
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Description
XRReflectionProbe's cube map should be described as representing discrete samples of incoming light, integrated only over the area represented by the pixel at each mip level.
XRLightProbe's sphericalHarmonicsCoefficients represent the samples that would be sampled by a fully diffuse material. The integration for the SH would be defined as covering a semi-sphere centered around the incoming light vector. For such a wide integration, 9 SH coefficients are able to reach 1% accuracy for any particular vector.
It is possible to accurately generate XRLightProbe SH coefficients from an XRReflectionProbe's cube map though integration of semi-sphere's; however, the reverse conversion can only represent a low frequency detail approximation.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
No file, test, or entry point is named. Start with the issue's definitions of XRLightProbe sphericalHarmonicsCoefficients and XRReflectionProbe cube-map samples, then determine how the proposal should formally specify their integration and relationship; done means the specification clearly states both representations and the limits of conversion between them.
Written by the indexing model from the issue text.
Assessment
- Domain
- api
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100