Bleeding the lit voxelized geometry instead of just black for light blocking. (more light propagation)
Generating mips for voxel textures for softer cone samples. (more stable)
Below is a view of what a light cone sees VS what the scene looks like.
Bleeding the lit voxelized geometry instead of just black for light blocking. (more light propagation)
Generating mips for voxel textures for softer cone samples. (more stable)
Below is a view of what a light cone sees VS what the scene looks like.
Switched from SSAA to MSAA for voxelization.
Skipped distance field as it took too long to generate.
Added a low-res bilateral pre filter before upsample.
Switched from SSAA to MSAA for voxelization.
Skipped distance field as it took too long to generate.
Added a low-res bilateral pre filter before upsample.
SEGI is voxel cone trace-ish. As cones get larger it samples coarser cascades.
SEGI is voxel cone trace-ish. As cones get larger it samples coarser cascades.