2D implementation of Radiance Cascades (invented by Alexander Sannikov)
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Interval overlap: how much of the next inverval overlaps with the previous one (0 to 1)
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Free allocated stuff
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Bilinear filtering
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Save resulting render to file
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Single texture for all of the cascades (they will need to vertically fill the texture)
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Move cascades calculations on the gpu
- cascades creation
- cascades merging
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Calculate cascades for each frame (moving objects)
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Setup benchmarking environment
- Test cases
- Logging
- Data visualization
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Different memory layouts
- for each cascade, probes are adjecent (default)
- for each cascade, every direction ray data is adjecent
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Build and merge at the same time, starting from last cascade

