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Implementing Radiance Cascades

Notes and issues that I experienced while implementing Radiance Cascades

Notes

Flatland

Screen Space Probes

Coming into this, I have no idea how screen space probes are supposed to work.

If I had to guess, you render the scene and then break up the screen into a uniform probe distribution, much like 2d.

Guesses about how rays are cast

Volume transfer function

https://developer.nvidia.com/gpugems/gpugems/part-vi-beyond-triangles/chapter-39-volume-rendering-techniques

Opacity Correction

A = 1 - (1 - A_0) ^ (s_0 / s)

World Space (3D)