Originally posted by Moon[Drunk]
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copypastepixel: Light volume sampling again
In a nutshell though, sampling a 3D scene at sparse regular intervals doesn't tend to yield very good results. Frequently the scene is sampled from behind geometry, causing light leaks and other issues.
My personal peeve with the current way the bouncegrid works is that the area of influence is way too low to do more convincing global illumination. Crysis 2 does something roughly similar with reflective shadowmapping rendering to volume textures, whereas the bouncegrid seems to use some kind of photon mapping approach.
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