Since we have an analytic mapping from the unit sphere to the spherical harmonic surface, we can control the triangle mesh used to generate the surfaces. By this method, we can tailor the triangulation level to suit the computation or the rendering capability of the graphics workstation.
Each point on the unit sphere can be mapped to a Cartesian coordinate on the spherical harmonic surface. We can choose these point arbitrarily. Thus we can define different styles of surface tiling.