Light Propagation Volumes

So a while ago I implemented a pretty neat feature, theres still bugs, due to the voxelization not being “fully” functional. Apperantly when the surface normal is parallel with the camera viewport of the voxelization cameras, the voxelization fails completely.

The following screenshot in the result from the Light Propagation Volume only, the GI Effect is oversaturated for effect and the sponza scene is voxelated using an 32x32x32 grid, so the result is limited, I’ll try later with a higher resolution.

Oversaturated GI

Next Step: Voxel Cone Tracing! 🙂

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