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NOTES.md

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TODO:

  • MinMaxDepth(mips) Buffer - for ray tracing optimization
  • BlurredColor(mips) Buffer - for ray tracing sampling on upper cascades
  • Blurred Variance Depth RG:(depth, depth^2) for screen space shadows
  • Render cascade from the highest to lowest and merge n with n+1 cascade in one compute call.
  • Make special shader to sample Radiance in forward pass.
  • Use Blurred ColorBuffer for sampling in higher cascades.

RadianceCascades Rendering:

Input:

  • Blurred ColorBuffer
  • MinMaxDepth Buffer
  • VarianceDepth Buffer
  • Environment CubeMap

Rendering:

  • Render last cascade
  • Render N cascade + merge N+1 into N

Rendering Pipeline:

  • Depth
  • Depth Mips
  • Blurred Variance Depth RG:(depth, depth^2) - ScreenSpace Shadows
  • MinMaxDepth Buffer - Cascades Raytracing
  • RadianceCascades