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radiance_cascades_2d

2D implementation of Radiance Cascades (invented by Alexander Sannikov)

radiance_cascades_rays

radiance_cascades_scene

To-Do (vaguely ordered by priority and ease of implementation)

  • Interval overlap: how much of the next inverval overlaps with the previous one (0 to 1)

  • Free allocated stuff

  • Bilinear filtering

  • Save resulting render to file

  • Single texture for all of the cascades (they will need to vertically fill the texture)

  • Move cascades calculations on the gpu

    • cascades creation
    • cascades merging
  • Calculate cascades for each frame (moving objects)

  • Setup benchmarking environment

    • Test cases
    • Logging
    • Data visualization

Investigate

  • Different memory layouts

    • for each cascade, probes are adjecent (default)
    • for each cascade, every direction ray data is adjecent
  • Build and merge at the same time, starting from last cascade

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2D implementation of radiance cascades

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