Demos
This section is looking much better now, but I still have more things to show!
SH rendering demo
This is a simple image based rendering demo using spherical harmonics. The spherical harmonics coefficients of the incomming light field are computed integrating the hdr cubemap. The reflected light color is computed evaluating the polinomial corresponding to the rotated cosine transfer function and computing the dot product of the two set of coefficients. That's simplified using
a quadratic form as explained in Rammamoorthi and Hanrahan.
The demo also shows rotation of spherical harmonics using the Ivanic recurrence relation. Special
care has been taken in the mouse controls.
The lighting is evaluated perpixel if the appropriate hardware is available, if not, per vertex
lighting will be used. The normal map has been computed using the normal map extraction tool below.
The author of the model is Julio César Espada. The HDR
environment map is from Paul Debevec. Additionally,
Pablo Brasero Moreno helped me to develop the initial
Linux port of the engine.
It's available for both, Windows and Linux. On Linux you will probably need some external
libraries. I've packed them for convenience, but I recomend you to download them from your
distributor.
Normal map extraction tools

Those are two 3dsmax plugins to extract normal map and appearance attributes from high resolution meshes. The first one extracts the normals in tangent and object space casting rays from a low resolution object. The second one projects the attributes on a 2d texture.
I've been willing to clean the source code in order to release it since long time ago, but never found the time to do that. So, I will probably release the code as is if someone is still interested.
By now, you can grab the plugins and a tool to view the results here.
Titan
My old titan engine. Grab it here.