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New idea: Fuck raytracing for global illumination because you just need too many rays for it to converge
What if we do surfels (to keep the number of probes down and relevant to our scene) and we update the 4x4-ish sized hemisphere irradiance maps not by tracing a single ray per frame per surfel. I have a fast as shit compute shader rasterizer... What if I just raster each surfel each frame? Should be around the same number of pixels as the primary visibility so totally feasible....
Each frame just jitter the projection a bit and voila. Should have extremely high quality diffuse global illumination at well below 1 ms. Holy shit this might just work
rant
graphics dev
vulkan