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New global illumination system #57
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This completely overhauls the global illumination system, making it more accurate and robust to difficult light transport, and support large worlds out of the box.
The fixed-size radiance grid is gone, and so is its cone sweeping GI approach. In its place, an algorithm based in ReSTIR GI is implemented, along with a novel meshless irradiance cache.
Reflection denoising also gains ReSTIR, providing considerably better quality in difficult cases.
Moar info here: https://github.com/EmbarkStudios/kajiya/blob/restir-meets-probes/docs/gi-overview.md
Still quite a bit of work needs to happen before this can be merged -- primarily a bunch of cleanup and optimizations.
Move fat irradiance cache buffers to texturesnot critical; laterrestir_settings.hlsl
Reduced version of the old slides, with GI bits removedlater.