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better paper link—previous cited paper was an extension, not the main technique
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Try searching for Valve's paperTake a look at Valve's paper on combining Radiosity and Normal Mapping. It had a lot of useful insights.

If I'm not mistaken, it looks to me like you're trying to compute normal mapping using the energy value at the texel that is a result of Radiosity - e.g. it came from all directions through almost-endless bumping around the room across thousands of surfaces.

But your point light, for the normal mapping, has a very specific position, direction, distance and intensity. Meaning, you're combining apples and goats.

What I believe you should do is:

  • compute the normal mapping separately for those surfaces
  • blend the GI solution with normal mapping
  • experiment with the blending factor till it looks 'good enough' for you

Try searching for Valve's paper on combining Radiosity and Normal Mapping. It had a lot of useful insights.

If I'm not mistaken, it looks to me like you're trying to compute normal mapping using the energy value at the texel that is a result of Radiosity - e.g. it came from all directions through almost-endless bumping around the room across thousands of surfaces.

But your point light, for the normal mapping, has a very specific position, direction, distance and intensity. Meaning, you're combining apples and goats.

What I believe you should do is:

  • compute the normal mapping separately for those surfaces
  • blend the GI solution with normal mapping
  • experiment with the blending factor till it looks 'good enough' for you

Take a look at Valve's paper on combining Radiosity and Normal Mapping. It had a lot of useful insights.

If I'm not mistaken, it looks to me like you're trying to compute normal mapping using the energy value at the texel that is a result of Radiosity - e.g. it came from all directions through almost-endless bumping around the room across thousands of surfaces.

But your point light, for the normal mapping, has a very specific position, direction, distance and intensity. Meaning, you're combining apples and goats.

What I believe you should do is:

  • compute the normal mapping separately for those surfaces
  • blend the GI solution with normal mapping
  • experiment with the blending factor till it looks 'good enough' for you
Source Link

Try searching for Valve's paper on combining Radiosity and Normal Mapping. It had a lot of useful insights.

If I'm not mistaken, it looks to me like you're trying to compute normal mapping using the energy value at the texel that is a result of Radiosity - e.g. it came from all directions through almost-endless bumping around the room across thousands of surfaces.

But your point light, for the normal mapping, has a very specific position, direction, distance and intensity. Meaning, you're combining apples and goats.

What I believe you should do is:

  • compute the normal mapping separately for those surfaces
  • blend the GI solution with normal mapping
  • experiment with the blending factor till it looks 'good enough' for you