I'm trying to compile a list with relevant techniques in game development to model scene radiance.
The (probably obvious) candidates I have so far is:
- Discreet light source objects in the scene (point ligts, directional lights, area lights etc)
- spherical [HDR] bitmap data (mapped to the sphere in various ways. long lat, cube map, oct map etc.)
- spherical harmonics
- halfspherical harmonics
What other relevant techniques are there to model radiance (not irradiance)?