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Sparse Volumetric Light maps (WebGPU). Pretty happy with the current state. - Improved probe placement optimization, reducing light leaks - Worked on various smaller bugs light map stats: - VRAM Size: 20Mb - Probe samples: 16,384 - Probe count: 324,674 - Bake time: 267s - Bake hardware: RTX 4090
8 条评论

267 seconds? Have you tried radiosity?

I'm fine with the time, it's an offline bake. Radiosity is an interesting concept, but no - I haven't played with it. I played with radiance transfer, which is related, but not not radiosity specifically. It has kind of fallen out of favor, since path tracer will give you a more physically correct result and it's fast-enough today. Given limited time, I invested mostly into the path-tracer-based approach.

@Colonthreee Afaik for radiosity you need to compute visibility factors (including, most importantly, occlusion by other geometry) for all pairs of triangles, which is in itself a very hard task?

@SoftEngineer I have worked with radiosity for over 20 years modding and mapping for older id tech engines.

@lisyarus That's super impressive. I only discovered how radiosity was used in quake a couple of years ago. It's mind-blowing how far ahead of its time the tech was.

@lisyarus There are 64-bit improvements to it recently thanks to Knightmare due to the Quake 2 Remaster. It can now handle much bigger workloads and maps, so it can fit better with the higher LOD in game environments today. It's called Arghrad64.

curious how this compares to traditional light mapping methods in terms of performance

Do the impossible... Bake in some light rays...

