Also implemented some simplistic "real-time GI" that works in both lighting and the froxel fog. It's similar to Crytek's LPV in spirit (as it propagates SH in a volume), but does it via downsampling (like you do for bloom)...
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Hoooo, a trick like that could work well for my engine.
So basically when you integrate objects/lights into the volumetric structure you let the information bleed into the mips ?
It IS possible to take objects into account, if you have them voxelized, but I feel like the downsampling nature of the process won't give enough precision... and then it needs to be more like radiance cascades instead.
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So basically when you integrate objects/lights into the volumetric structure you let the information bleed into the mips ?
(also wtf with bsky not supporting h264 videos?)