   [SOLVED] Looking for info about 6 axis irradiance
  Hello, guys. I'm sorry to ask help for this, but I remember reading the webpage of a spanish guy that described the implementation of a simple form of irradiance. The guy represented the irradiance reaching a point by storing the color that entered from each of the axis directions (-x, +x, -y, +y, -z, +z) and then he sampled that using the per-pixel normals and some interpolation.I can't find this website nowhere, specially because it's in spanish and google has troubles finding hit, so does anyone know where can I find this webpage?I know the algorithm is quite simple, but I'd like to read about the guy's implementation because it may be useful for a technique I'm currently developing.Thanks in advance.[Edited by - jcabeleira on June 6, 2010 1:53:32 PM]
  I think Valve actually holds a patent on their "ambient cube":Shading in Valve's Source EngineA slightly more advanced approach using spherical harmonics:An Efficient Representation for Irradiance Environment Maps;  Thanks, but that's not what I'm looking for. I'm already familiar with those papers and I already use spherical harmonics to represent irradiance, but the 6-axis representation (similar to Valve's 3 axis approach) may be more adequate for a technique I'm developing for my master thesis. All I want is to find the already existing information about the 6-axis technique to avoid re-inventing the wheel and to save some time.   ;  Valve's ambient cube is a "6-axis" approach. See section 8.4.1 in the presentation. I think what you refer to as the 3-axis approach is what's in section 8.3.1.   ;  You're right, Venzon. I'm sorry, I shouldn't have discarded your response so fast.Valve's document contains everything I was looking for and much more, it's valuable information for me.Thank you very much, Venzon.   