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DDGI

For more details, refer to my blog post.

Ray-queried direct lighting
Ray-queried direct lighting

Lighting and Shadows

Directional Light

With cascaded shadowmap and PCSS. The differences in the sizes of the shadow penumbrae cast by the metal pot, foliage, and high flagpoles are visible in the first image. These differences result from the varying distances between the shadow casters and receivers.

light cluster
light cluster

Point Lights

With cube shadowmap and PCSS.

Area light

Linearly Transformed Cosine Area Lights

Shadows approximated by point light PCSS with a large penumbrae. Still looks kind of too sharp.

Area light

Light Clustering

Light clustering is done in view space. A quartic falloff is applied to clamp influence radius. The first image shows the effect of direct lighting with GI disabled. The econd unlit view shows the clusters under the effect of individual lights (blocky light-colored regions) and actual influence radius (darker spherical or hemisphrical regions).

light cluster
light cluster

Architectural and Miscellaneous

Indirect Draw and Scene Culling

Render queue and material pipelines

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