3 ms·
So I've been reading https://graphicscodex.com/app/app.html https://graphicscodex.com/app/app.html and https://mini.gmshaders.com/p/radiance-cascades https:/
by arijo 2y ago
So I've been reading
https://graphicscodex.com/app/app.html https://graphicscodex.com/app/app.html
and
https://mini.gmshaders.com/p/radiance-cascades https://mini.gmshaders.com/p/radiance-cascades
so I could have a basic grasp of classical rendering theory.
I made some assumptions:
1. There's an isometric top-down virtual camera just above the player
2. The Radiance Cascades stack on top of each other, incresing probe density as they get closer to the objects and players
I suspect part of the increased algorithm efficiency results from:
1. The downsampling of radiance measuring at some of the levels
2. At higher probe density levels, ray tracing to collect radiance measurements involves less computation than classic long path ray tracing
But I'm still confused about what exactly in the "virtual 3D world" is being downsampled and what the penumbra theory has to do with all thus.
I've gained a huge respect for game developers though - this is not eady stuff to grasp.
- pornel 2y agoPath tracing techniques usually focus on finding the most useful rays to trace, to focus only rays that hit a light (importance sampling). RC is different, at least in 2D and screen-space 3D. It brute-force traces fixed sets of rays in regular grids, regardless of what is in the scene. There is no attempt to be clever about picking the best locations and best rays. It just traces the exact same set of rays every frame. Full 3D RC is still too expensive beyond voxels with Minecraft's chunkiness. There's SPWI RC that is more like other real-time raytracing techniques: traces rays in the 3D world, but not exhaustively, only from positions visible on screen (known as Froxels and Surfels elsewhere). Penumbra hypothesis is an observation that hard shadows require high resolution to avoid looking pixelated, but soft shadows can be approximated with bilinear interpolation of low-res data. RC adjusts its sampling resolution to be the worst resolution it can get away with, so that edges of soft shadows that are going from dark to light are all done by interpolation of just two samples.
- arijo 2y agoThanks for taking the time to provide more details on how resonance cascades work.