Experimenting with a multi-level cache for high-frequency effects based on my previous work for SPWI surface GI (left). Specular effects like caustics scale in 2D on surfaces. Also researching solutions to angular aliasing and flickering of depth-upscaled probes (right). No TAA.
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WIP atmosphere implementation of "Production Ready Atmosphere Rendering" (Hillaire 2020) with ARC coefficients using Slang & WebGPU. On the ground, an RGBA16F 200x100 sky-view LUT is sampled, but in space, I raymarch for per-pixel transmittance at higher precision.