Realtime Dynamic GI + Reflections + AO + Emissive - AHR

Thanks, now i know wat prt really is, thankfully i havent talked about that yet in other forums, so now there is more research for me, alsot i think that i have heard of similar tecnique in one of the many square enix papers about path tracing using rasterization.
Lets hope that in the end using that ‘’ interpolation’’ is a viable option for other things such as direct lightning.

EDIT:I had an idea that is probably going to work , but could slow down the rendering instead of improving it , maybe the ‘’ interpolation’’ can be emulated by apliying an inverted fresnel for each ligh (or lights that come from the same direction if its posible ) using the light vector as the camera vector input and the low resolution direct shading of each light as their respective power inputs , but just taking into acount the normal map and not the object normal

all can be done using Fresnel Vector Ops for prototyping and if really turns out to be worth the effort im going to TRY to implement it direcly as a shader to speed things up (im am by no means a seasoned gneral programer , and i know far less about programing in HLSL), but because is not a general discusion forum i am going to start my own thread when i have actually done it.)