Photon Caustics example with Raytracing shaders + minor nabla fixes - #1088
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Pikachuxxxx wants to merge 3 commits into
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Photon Caustics example with Raytracing shaders + minor nabla fixes#1088Pikachuxxxx wants to merge 3 commits into
Pikachuxxxx wants to merge 3 commits into
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- Just contains a basic path traces for now
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[CI]: Can one of the admins verify this patch? |
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Description
The goal of this example is to implement basics caustics using photon mapping, the sample uses raytracing shaders to implement a simple path traces and extends that to building a photon map for tracing caustics in the path tracing pass during scene shading. We use 2 ray tracing passes:
Photon map based on jensens specular concentration
Photon emission is aimed with a projection map rather than sampling the full hemisphere, photons are cone-sampled toward the bounding sphere of specular geometry. This reduces spreading of photon over the entire scene and focues them over specular emissive geometry.
Optimizing with spatial hashmap
The gather at shading time is accelerated with a uniform spatial grid, the example build a 16x16x16 spatial hash grid and stores photon using InterlockedAdd during the photonMap build pass. We use this during the gatherPhoton in raytraces scene shading pass to gather photons from nearby cells that cover the range of each photon radius.
Extra
Nabla Bug Fixes
Fixed some types in IGPURayTracingPipeline shadergroups, this was caught when we used only rcgen/rcmiss/rchit shaders, unlike other samples that used all the shader stages available.