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Re: [Public WebGL] vxgi/vxao
The WebGL WG isn't the place where new features like this will be designed, especially if they impact hardware design. Also standardazing an algorithm like VXGI/AO isn't a thing. Sparse textures / buffers is different because it is exposing the hardware virtual memory features in a way that allows doing many different algorithms.
Also VXGI/AO is extremely expensive and I know of only one game that ships it: "The Tomorrow Children". More efficient techniques that are still good enough have been published recently. One that I like is "Real-Time Global Illumination Using
Precomputed Illuminance Composition
with Chrominance Compression".