Reading this document, http://www.research.scea.com/gdc2003/spherical-harmonic-lighting.pdf, for the 1st time was confusing, but once I started coding what was in the doc it made more sense.
I’m also using https://code.google.com/archive/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ for a little bit of speed up.
I’ve been working on this for a less than a week and still got a lot of work remaining, but would like to show my progress anyway.
My sample scene - normal lighting
Sample scene - SH lighting tech: diffused unshadowed transfer
Close up, normal lighting
Close up, SH lighting: diffused unshadowed transfer
I hope you can see the shading on the SH lighting images.
To do next:
-shadowed diffuse transfer
-interreflective transfer
Edit: added SH lighting technique for images.