Hüseyin Temiz


ML/CV Engineer @Yapı Kredi Teknoloji
PhD Cand. @CmpE Boğaziçi Uni.
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Set of spherical harmonics mapped to the surface of a sphere

Set of spherical harmonics mapped to the surface of a sphere

When rendering 3D scenes using Gaussian splats, each point (or “splat”) needs to represent not just color, but how that color changes depending on the viewing direction. Spherical harmonics allow encoding this angular variation compactly.

This is important for achieving photorealistic rendering with effects like:

🔸 What Are Spherical Harmonics?

Spherical Harmonics (SH) are a series of orthogonal basis functions defined on the surface of a sphere. You can think of them as the 3D analog of Fourier series for functions on a sphere.

They are indexed by:

Example Levels:

🔸 SH in Gaussian Splatting

Each 3D Gaussian stores:

Instead of storing just a single RGB color, we store a set of SH coefficients per color channel. When rendering:

  1. Compute the viewing direction v for each Gaussian.
  2. Evaluate the SH basis functions at direction v to get a vector SH_basis(v).
  3. Compute the final color as a dot product:
\[C(v) = \sum_{l=0}^{L} \sum_{m=-l}^{l} c_{l,m} \cdot Y_{l,m}(v)\]

Where:

🔸 Key Spherical Harmonics Equations

SH Basis Functions

The real-valued spherical harmonics basis functions are defined as:

\[Y_{l}^{m}(\theta, \phi) = N_{l}^{m} \cdot P_{l}^{m}(\cos\theta) \cdot \begin{cases} \sqrt{2} \sin(|m|\phi) & \text{if } m < 0 \\ 1 & \text{if } m = 0 \\ \sqrt{2} \cos(m\phi) & \text{if } m > 0 \end{cases}\]

Where:

Normalization Constant

\[N_{l}^{m} = \sqrt{\frac{(2l+1)}{4\pi} \cdot \frac{(l - |m|)!}{(l + |m|)!}}\]

Example: SH0 and SH1