Happy with results for real-time, but still work to do for correctness and stability over high depth complexity. Have to leave off here before SIGGRAPH. Will experiment with 1 screen-space cascade for pixel-perfect contact shadows.

Radiance Cascades (no accumulation) / Blender

인용 트윗

Cody Bennett (@Cody_J_Bennett)

SPWI global illumination in 3D with Radiance Cascades and @garrettkjohnson’s three-mesh-bvh.

Probes are placed in screen-space and trace world-space intervals into a BVH. Resolves offscreen emitters and occluders; memory use tied to screen.

Zero-shot, no noise, and fixed cost. https://t.co/zVVhvTCxWV

원본 트윗

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