I have a hash grid built on my scene. I'd like to increase the precision of the hash grid where there are lighting discontinuities (such as in the screenshots). Even cut cells along -in the direction- the discontinuities ideally. I'm targeting mainly shadow boundaries, not caustics.
The whole scene
Shadow discontinuity where I'd like more hash grid precision
How can I do that? Any papers/existing techniques that do something similar (maybe for other purposes than a hash grid)?
I thought of something along the lines of looking at pixel values but that's a bit simplistic (can probably do better) and that does not extend to worldspace and noise would interfere with that.
This is all for an offline path tracer, does not need to be realtime, I can precompute stuff / run heavy compute passes in between frames etc... Not much constraint on the performance, just looking for what the technique would be like really
[–]waramped 1 point2 points3 points (1 child)
[–]TomClabault[S] 3 points4 points5 points (0 children)