Raytracing on the GPU!
Wrap a buffer around every object in the scene.
Apply the lighting shader on an object, store the reflected vector and the energy lost in the light buffer.
In your scene, from the light-intersection of the object you calculated, calculate a single ray bouncing on, then from that object into infinity, check for intersections in your scene.
If so, you've already stored the vector and current lost energy, on each texel.
Load that light buffer, as a RT and then read the texels off it to do the lighting calculations.
Keep in mind I have yet to try this, it should be fun to try.
Texel ratios are obviously going to be different on each object.
On top of that you would need to read texels from the perspective of each object and then convert them back into world coordinates.
What do you guys think?
Wrap a buffer around every object in the scene.
Apply the lighting shader on an object, store the reflected vector and the energy lost in the light buffer.
In your scene, from the light-intersection of the object you calculated, calculate a single ray bouncing on, then from that object into infinity, check for intersections in your scene.
If so, you've already stored the vector and current lost energy, on each texel.
Load that light buffer, as a RT and then read the texels off it to do the lighting calculations.
Keep in mind I have yet to try this, it should be fun to try.
Texel ratios are obviously going to be different on each object.
On top of that you would need to read texels from the perspective of each object and then convert them back into world coordinates.
What do you guys think?