bevyengine / bevyengine/bevy

Solari tracking issue

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A-Rendering
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Description

This is the tentative list of missing features/experimental ideas for Solari raytraced lighting.

Features:
* PointLight, SpotLight, and RectLight
* Transparent and alpha masked materials
* Skinned and morphed meshes
* Compute-shader/GPU authored meshes
* Visibility component support
* Decal support?
* Custom materials
* Docs

Quality:
* Light Sampling
* Many local lights via NEE-AT or MegaLights
* Separate local vs global light lists
* Use EnvironmentMapLight in NEE, sample different mip levels
* Some kind of path guiding based on the world cache
* World Cache takes too long to go dark when lights turn off

Performance:
* Path regularization
* Async compute BLAS/TLAS build (overlapped with primary view raster)
* Mipmaps
* LOD support for far away meshes
* Packed vertex formats and 16-bit BLAS

Contributor guide

Open the contributing guide

Assessment

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