
434 VI Compute
our traditional deferred shading pipeline. We reconstruct reflecting surface points
using the depth and the normal stored in the G-buffer and reflect the camera rays
to spawn reflection rays.
2.4.6 Shading
We use standard deferred shading to process the closest hit point information
collected for each ray. The result is composited with the shading of the point
that spawned the ray, blended using Schlick’s fresnel approximation.
We implemented sunlight for demonstration purposes. For other, spatially
bounded light sources, it would make sense to limit the influence of these lights
to a certain subset of grid cells. Shading can then be restricted ...