Authors: Lien Muguercia Torres
Traditionally, efficient shading and light mapping has been an obstacle in computer graphics. Reaching desired realism levels requires a high source consume and sometimes it doesn?t accomplish existing expectative. The intention of this work is adding more realism to vir- tual scenes through dynamic light using GPU. Starting off of the study of many algorithms, it proposes many algorithms to work whit light through shader (pro- gram used to determine the final surface properties of an object or image. This can include arbitrarily complex de- scriptions of light absorption and diffusion, texture map- ping, reflection and refraction, shadowing, surface dis- placement and post-processing effects)but we?ll propound the Spherical Harmonics algorithms and implemented in OpenGL Shading Language (GLSL).