AO pass using a new BVH multi frustum traversal
and ray pre-sorting. The algorithm is able to
produce HQ ambient occlusion effects in realtime
on modern cpu architectures.
- around 14 MRay/s per core !
- 64 AO samples
- 16x adaptive AA (Mitchell-Netravali Reconstruction)
- Resolution: 1280x720
@rouncer81 ao is special case of hdr lightning (f.e. a really cloudy day around noon => unique distribution
of rays over the hemisphere).by using real hdri the hemisphere gets splitted into a number of light-energy hotspots (e.g. 64-1024) => higher ray coherency for a shading point. so today it is possible to achieve good
env lightning with 64-128 samples per shading point. here the most work has to be done within the visibility
kernel == ao with scene radius.
snganRT 11 months ago
really very impressive, but id like to see true environmental lighting in real time.
rouncer81 11 months ago