Decoupling lighting from voxelization also frees enough frame time to implement multiple light bounces. Therefore, for n bounces, I added n light accumulation voxel texture targets. During voxel lighting, these are traced against. Although a second bounce can significantly enhance the scene's overall lighting. I struggled getting this to work with ping-ponging textures. I also struggled with parameters like samples on the hemisphere or tracing distance, cone aperture, etc. because in the voxel world, my default parameters for gbuffer tracing didn't lead to great results. Nonetheless, I wanted to share my results with you strangers, although I tend to discard this feature, because it doesn't make voxel cone tracing's light leaking problem less appearent....
two bounces (first), one bounce (second) |
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