Screen Space Reflection(...seemed to be very useful...)


Light ​

Compute reflection ray ​

Trace along ray direction ​

[Raymarch]

depth [mipmap]([bvh] [kd-tree])

Hierarchical tracing

mip = 0

Edge fading

Shading ​

想到rsm...

Lo(p,ωo)=∫Ω+Li(p,ωi)fr(p,ωi,ωo)cos⁡θidωiLi(p,ωi)→Lo(q,q→p)

点 p 收到的入射光 Li,其实是从其他地方(点 q)反射过来的出射光 Lo。