4 ms·
From what I understand, PoE2 has a fixed-perspective camera, so radiance is calculated in screenspace (2D) as an optimization (and not using a 3D texture). It w
by isaacimagine 2y ago
From what I understand, PoE2 has a fixed-perspective camera, so radiance is calculated in screenspace (2D) as an optimization (and not using a 3D texture). It would be interesting to see how the performance of this technique scales to full 3D, as that would be significantly more expensive / require a lower-resolution voxelization of the scene.
- corysama 2y agoFrom offhand comments I've read, you are right. It's not practical for 3D.
- Negitivefrags 2y agoThe source data is indeed from screen space, but this generates a full 3d data structure by ray marching the depth buffer. Its not using the 2D algorithm. In PoE2s case, it doesn’t need to go further since light sources are not usually going to be behind the camera. You can gather data in other ways.