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SSGI (screen-space global illumination) in WebGPU.
Technically this is “near-field diffuse screen-space ray-traced indirect lighting”.
We trace SSAO, and as we sweep arcs - we also integrate lighting along the occluded arc.
This is a very natural extension to GTAO or any other horizon-based technique, as it already sweeps arcs.
The irradiance is encoded in a u32 texture using rgb999e5, so it’s quite compact.
I’m not doing any denoising here, in practice you would apply at least spatial denoising.
Writeup: https://discourse.threejs.org/t/ssgi-screen-space-global-illumination/85190
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