Working nicely, but too many samples. And it's still noisy, there should be a way to calculate direct and indirect lighting separately and do GBuffer pass instead of doing primary rays to fetch material data.
1spp primary + 1spp for shadows, for sure amount of shadow rays, can be reduced with NdotL importance sampling (there's no need for any shadow rays from a completely shadowed area), but not sure what to do with noise, need some sort of spatiotemporal filtering?
today's optimization snacc:
dynamic bounding box cropping in the vertex shader to reduce fill rate while still using the same quad mesh to allow for GPU instancing~ ✨
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