- Replace poisson by concentric samples: Less variance. They are sorted by radius then by angle.
- Separate filtering into 2 blur. First blur is 3x3 box blur. Second is user dependant.
- Group fetches by group of 4.
- Use only one 2d texture array to store all shadowmaps.
- Allow to change shadow maps resolution.
- Do not output radial distance when rendering shadowmaps. This will allow fast rendering of shadowmaps when we will drop the use of geometry shaders.
Technically this enables the use of MinmaxZ pyramid inside the probe captures.
Also Disable AO for cubemap probes because it shows big discontinuities at cubeface limits.
Early implementation. Slow and still has quality
3 ways of storing irradiance:
- Spherical Harmonics: Have problem with directionnal lighting.
- HL2 diffuse cube: Very low resolution but smooth transitions.
- Diffuse cube: High storage requirement.
Also include some name change.