It's also practically completely free as its trivial to calculate the radiance in the same shader as the irradiance per texel.
It's also practically completely free as its trivial to calculate the radiance in the same shader as the irradiance per texel.
Rtgi replaces the eval screen irradiance but takes around 2-3ms now.
Rtgi replaces the eval screen irradiance but takes around 2-3ms now.
On miss the ray would read the probe volume radiance in the rays direction.
The shorter raylength improves performance immensly.
This hybrid RTGI/probe GI is something that i believe could be very performant and pretty.
On miss the ray would read the probe volume radiance in the rays direction.
The shorter raylength improves performance immensly.
This hybrid RTGI/probe GI is something that i believe could be very performant and pretty.
But generally, this does not seem to cause issues.
But generally, this does not seem to cause issues.
As you can see, the weights become 0 nearly immediately.
Sampling a texel area of 6x6 for this resolution is more than enough to get all valid traces.
As you can see, the weights become 0 nearly immediately.
Sampling a texel area of 6x6 for this resolution is more than enough to get all valid traces.
The texel update threads can then narrow the area of the trace result texture to consider. For visibility updates, a texel area of only 6x6 contains all relevant samples. 6x6 is 7 times less loop iterations compared to 256.
The texel update threads can then narrow the area of the trace result texture to consider. For visibility updates, a texel area of only 6x6 contains all relevant samples. 6x6 is 7 times less loop iterations compared to 256.
I wanna play with sh but didnt come to that yet.
The sampling cost of sh seems kinda hefty considering i interpolate 8 probes per pixel
I wanna play with sh but didnt come to that yet.
The sampling cost of sh seems kinda hefty considering i interpolate 8 probes per pixel