- Deferred rendering pipeline
- Scene voxelization using hardware conservative rasterization & geometry shader
- Radiance volume injection trough shadow map with compute dispatch thread invocation mapping to the dimension of shadowmap instead of volume
- Anisotropic radiance volume mip map chain generation with compute shader for alleviating light leaking - a widely known issue for VCT.
- Voxel cone tracing in a single pass conmbining previously generated geometry buffer as well as anisotropic radiance 3d texture buffer to generate final image
- area/volume lighting
- mutiple render layers seperating dynamic geometry and static geometry to further optimize voxelization
- better soft shadow from area lights
- interleaved sampling for blocky reduction/ tiled based pixel rearrangement to improve data locality for GPU cache coherencyreference
- temporal filtering/spatial reprojection for flicker & noise reduction
- cone traced reflection or SSR, translucent/transmissive object(subsurface scattering)
- Clip map/cascaded mip map implementation for VCT
- other mutiple light types using shadow map: point spot
- cascaded/variance shadow mapping
- render graph / more orgnized framework & RHI
- tiled based lighting
- DXR accelerated or hybrid GI possibly (far/medium range GI utilize Voxel/SDF, close range GI/shadow/reflection utilize DXR or SSGI, which I believe is the GI lighting tech used in UE5's PS5 demo (lumen)) ? (research)
- linear transformed cosine
- DOF
- may be experiment with SDF (signed distance field) to replace cone trace, heard they look better