w23 / xash3d-fwgs

Vulkan Ray Tracing fork of Xash3D FWGS engine. Intended to be merged into master at some point in the future.
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Evaluate splitting bounces into dedicated diffuse and specular terms #734

Open w23 opened 10 months ago

w23 commented 10 months ago

Alternatively to trying to estimate and mix both. This can help with:

  1. thread coherency: all threads are doing the same work, as opposed to half being diffuse and another random half being specular.
  2. more bounces: it will be natural to know what channel we're writing even if we're N bounces deep

Note that fully diffuse and fully specular models are still fine -- just no compute will happen for them, which is cheap.