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Scattered spherical harmonic approximation for accelerated volume rendering

Recent computer graphics research has explored the use of spherical harmonics (SH) for global illumination style rendering. The lighting environment and the local visibility can be independently precomputed as SH, thus permitting near-instantaneous relighting of objects [Sloan et al. 2002]. A typical implementation stores a SH at each voxel of a volume and is expensive both in computation and in storage. We propose a method of sparsely populating a volume with SH and using least squares approximation to compute the SH at an arbitrary point.