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Raytraced Irradiance Fields. Light leaking and flimmering

Started by April 08, 2022 02:13 PM
1 comment, last by DaTueOwner 2 years, 9 months ago

Hello I have been implementing Raytraced Irradiance fields from the paper “Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields”. Not gonna lie though, I copied most of the “hard” code from the supplemental material. I wrote the glue code (in Diligent API) and some shaders. However, I get some flimmering and light leaking which you can see here:

I generate rays originating from the probe positions in random directions. and calculate the radiance by sampling the irradiance field. Then I blend the resulting radiance using the formula described in the paper when updating the irradiance texture. I just can't figure out why it is bleeding so heavily (which you can see at the end) and why it somehow “looks wrong” and of course the flimmering is an issue too..

Has anyone an idea what could case these issues? Even an educated guess could help me. Thanks and have a nice day ?
Here is the source code if anyone is interested: https://github.com/DaOnlyOwner/hym

I fixed some issue with the normals and now it looks like this: 

Looks wrong too…. This is the irradiance map: 

The map seems too bright in the areas where it should be daker. So yeah thats the update.

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