Distance Field Indirect Shadows prototype

  1. DFIS needs irradiance information from indirect lighting cache to work, but I think it may also extract irradiance from other GI solutions like LPV, PRT etc., of course you have to write it yourself…

  2. Multi-Lightmap Dynamic Blending has two major problems, one is storage size, another is light building time, so in my opinion it will not work in a huge scene.

PS: Since MLDB will also blend indirect lighting cache, so MLDB+DFIS can fake some ‘real-time’ GI.
PS2: MLDB can be seen as some form of PRT, but very limited.