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GP Direct Planning #7

Description

@Ipotrick
  • VSMS:
    • improved many lights vs mesh instances culling
    • dynamic object invalidation for point lights and spot lights
    • (not for GP Direct) Quad tree for point and spot light page tables instead of mipchain
  • per pixel traced indirect diffuse
    • trace diffuse ray per pixel
    • use nvidias recurrent blurr to denoise
    • use spherical harmomics to denoise
    • denoise in half res, upscale to full res
    • pgi for ray hit indirect lighting
    • vsms for direct light shadows
  • bloom?
  • fog?
  • lod transition improvements
  • editor
    • gizmo rendering
    • dragging, rotating and scaling objects
    • writing out modified gltfs
  • clouds (probably cope though there is no way I have the time to do this)
  • IES light profiles

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