What is pre-computed bump-granularity self-shadowing?

For Unreal Engine 3, they say for self-shadowing they use "pre-computed bump-granularity self-shadowing using spherical harmonic maps"

Does this mean it's like PRT on characters? What is this?
 
XxStratoMasterXx said:
What is this?

A string of buzzwords.

Where does it say that is used on characters? My interetation of that is:
We take our meshes, twiddle the normals by a bumpmap, compute the visible hemisphere for each adjusted normal, then project that into a set of SH coefficients.

Probably not dynamic, but since it's only ambient occlusion, it's a relatively smooth function that you might be able to interpolate values between sets of coefficients for different poses.

That's my take.
 
But we know that they use multiple shadowing techniqes. I'm guessing this is local self-shadowing, as in bumps on characters shadow the adjactent areas, but not like a character's arm shadows his torso. That would still probably be stencil or shadow mapped for the time being.
 
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