This is the supplemental for the paper Ray Tracing Spherical Harmonics Glyphs.
It contains implementations of the most important algorithms from the paper.


# Ray/SH Glyph Intersection Test

The intersection test is implemented in a GLSL shader. The shader is self-
contained and can be viewed on shadertoy.com. To keep this reference
implementation simple, it does not include uncertainty visualization or soft
shadows, but it is well-optimized and supports truncation up to band 12 (as
indicated by the SH_DEGREE define):
https://www.shadertoy.com/view/dlGSDV


# SH Glyph AABB Computation

The method for AABB computation from the paper is implemented in C. The core of
the algorithm can be found in aabb_computation.c. The program implements a
simple test for this procedure with output on the command line. Set trial_count
in main.c to higher values to reproduce the validation from the paper. The code
has no dependencies. Build it either using CMake or by throwing the two .c
files at the compiler of your choice. Change the SH_DEGREE define in config.h
to change at what band truncation happens.
