Implementing Radiance Cascades
Notes and issues that I experienced while implementing Radiance Cascades
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
- screen space: march the depth buffer
- world space: move the probe to the surface under the pixel
Volume transfer function
A = 1 - (1 - A_0) ^ (s_0 / s)
World Space (3D)
- the memory requirements are very high