When the teapot is rotating rather than the camera, it's hard to tell the difference between mode 1 and 2.
I changed the codeline that rotates the camera so that it rotates the teapot and the effect can be seen then better. Great demo, I have to do few own tests to see if the cubelighting really works, using true cubelight maps (level shots -> cubemap maps -> processed through HDR-Shop)
Diffuse and Specular Convolution
HDRshop can perform a diffuse or specular convolution on a high-dynamic range 360 degree panoramic image (also called a light probe). This is useful if you need to pre-compute a diffuse or rough specular texture map; for example, to light an object using a light probe in real time applications. The light probe must be in latitude/longitude format; see this tutorial on how to convert between various panoramic formats. Each pixel is replaced with the cosine-weighted integral of the corresponding hemisphere of incident illumination. In non-mathematical terms, the diffuse convolution is the image you'd want to use as an environment-map (indexed by the surface normal) to light a diffuse object in order to show it lit by a light probe. The specular convolution is the image you’d want to use as an environment map (indexed by the reflection vector) to light a rough but shiny object.
HDRshop can perform a diffuse or specular convolution on a high-dynamic range 360 degree panoramic image (also called a light probe). This is useful if you need to pre-compute a diffuse or rough specular texture map; for example, to light an object using a light probe in real time applications. The light probe must be in latitude/longitude format; see this tutorial on how to convert between various panoramic formats. Each pixel is replaced with the cosine-weighted integral of the corresponding hemisphere of incident illumination. In non-mathematical terms, the diffuse convolution is the image you'd want to use as an environment-map (indexed by the surface normal) to light a diffuse object in order to show it lit by a light probe. The specular convolution is the image you’d want to use as an environment map (indexed by the reflection vector) to light a rough but shiny object.
http://www.debevec.org/HDRShop/tutorial/tutorial6.html