Closed StoneWolf closed 1 year ago
Hi @StoneWolf - thanks for pointing this out. I pushed a small fix to address the issue you've run into.
The core problem here is related to numerical precision limits. By default, the radiance calculated for a probe ray is packed into a R10G10B10 format to keep memory costs low(er). In the case above, the per ray radiance needs to be normalized before being packed to ensure we don't overflow the 10-bits available per channel. Depending on how a renderer computes and then uses probe ray radiance, this might not be the optimal solution - but it works reasonably well.
Thank you, this works just fine!
Hi,
In your test harness, setting high intensities for lights produces strange artifacts. You can reproduce the issue with the Cornell-box scene, setting the directional light's intensity to 4.6f and checking "Show Indirect Lighting". I attached a picture of the issue.
That made me wonder how would one implement a very bright scene, i.e. a sunny, outdoor scene. Instead of setting your sun's intensity to something very high, would you instead just multiply your indirect lighting by some factor when compositing?
Thanks!