Quick post showing a quick WIP of a cheap all realtime IBL + reflections solution for my VR engine. Nothing really fancy to show here except that the project is still going. It's kind of annoying having to manually index and project for a linear cubemap format too. I may do a pass to convert to lat + long to reduce maps and sampling a la GTA later too. Right now the next step is to do importance sampling reference in realtime before going too far into screen space ray tracing and compute maddness. I also added support for 'metalness' materials back for this scene. It might be worth looking into a metalness only pipeline or even deferred texturing for VR just for GBuffer reduction to help aging GPUs. The annoying part is this scene is all one FBX, so I ended up fixing some FBX compiler issues with per polygon materials not cooking properly. I think it ends up being quite a bit of submeshes without instancing.
Looking into GI and related features next most likely if not SDFs for fluids and shadows or finishing up the OIT system for more than fluids.
|
Indirect Lighting ON Direct Lighting ON Reflections ON |
|
Direct Lighting ON Indirect Lighting ON Reflections OFF |
|
Indirect Lighting ON Direct Lighting OFF Reflections OFF |