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If there's still interest in GPU accelerated VRAD, having a look into spherical harmonics/radiance cascades as the GI equation would be great, the results are much more pleasing than the current radiosity approach and can even be used to solve our current issues with PBR and environment sampling. I've attached papers explaining the details as well as some Shader Toy examples of RC https://drive.google.com/file/d/1L6v1_7HY2X-LV3Ofb6oyTIxgEaP4LOI6/view https://www.shadertoy.com/view/mtlBzX https://www.shadertoy.com/view/4ctXD8 https://3dvar.com/Green2003Spherical.pdf https://www.ppsloan.org/publications/StupidSH36.pdf
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If there's still interest in GPU accelerated VRAD, having a look into spherical harmonics/radiance cascades as the GI equation would be great, the results are much more pleasing than the current radiosity approach and can even be used to solve our current issues with PBR and environment sampling. I've attached papers explaining the details as well as some Shader Toy examples of RC
https://drive.google.com/file/d/1L6v1_7HY2X-LV3Ofb6oyTIxgEaP4LOI6/view
https://www.shadertoy.com/view/mtlBzX
https://www.shadertoy.com/view/4ctXD8
https://3dvar.com/Green2003Spherical.pdf
https://www.ppsloan.org/publications/StupidSH36.pdf
The text was updated successfully, but these errors were encountered: