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Solari: Specular path spread heuristic #22311
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Merged
alice-i-cecile
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bevyengine:main
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JMS55:solari6-specular-path-spread
Dec 30, 2025
Merged
Solari: Specular path spread heuristic #22311
alice-i-cecile
merged 4 commits into
bevyengine:main
from
JMS55:solari6-specular-path-spread
Dec 30, 2025
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SparkyPotato
suggested changes
Dec 30, 2025
ChristopherBiscardi
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Dec 30, 2025
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SparkyPotato
approved these changes
Dec 30, 2025
mockersf
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Dec 30, 2025
Currently solari's specular GI conditionally terminates in the world cache based on the roughness of a surface. This PR changes that. Now, solari tracks the spread of the full path to the camera, and terminates in the world cache once the spread is wide enough. On the plus side this gives * A good bit better performance * More stable / higher quality lighting sometimes On the downside: * Transitions between world cache LODs tend to show up in rough reflections. Unlike ReSTIR GI, there's currently no temporal reservoirs to hide it. * Slightly more light leaks / less accuracy sometimes Overall I think it's a worthwhile change.
mockersf
pushed a commit
that referenced
this pull request
Dec 30, 2025
Currently solari's specular GI conditionally terminates in the world cache based on the roughness of a surface. This PR changes that. Now, solari tracks the spread of the full path to the camera, and terminates in the world cache once the spread is wide enough. On the plus side this gives * A good bit better performance * More stable / higher quality lighting sometimes On the downside: * Transitions between world cache LODs tend to show up in rough reflections. Unlike ReSTIR GI, there's currently no temporal reservoirs to hide it. * Slightly more light leaks / less accuracy sometimes Overall I think it's a worthwhile change.
mockersf
pushed a commit
that referenced
this pull request
Dec 30, 2025
Currently solari's specular GI conditionally terminates in the world cache based on the roughness of a surface. This PR changes that. Now, solari tracks the spread of the full path to the camera, and terminates in the world cache once the spread is wide enough. On the plus side this gives * A good bit better performance * More stable / higher quality lighting sometimes On the downside: * Transitions between world cache LODs tend to show up in rough reflections. Unlike ReSTIR GI, there's currently no temporal reservoirs to hide it. * Slightly more light leaks / less accuracy sometimes Overall I think it's a worthwhile change.
mockersf
pushed a commit
that referenced
this pull request
Dec 30, 2025
Currently solari's specular GI conditionally terminates in the world cache based on the roughness of a surface. This PR changes that. Now, solari tracks the spread of the full path to the camera, and terminates in the world cache once the spread is wide enough. On the plus side this gives * A good bit better performance * More stable / higher quality lighting sometimes On the downside: * Transitions between world cache LODs tend to show up in rough reflections. Unlike ReSTIR GI, there's currently no temporal reservoirs to hide it. * Slightly more light leaks / less accuracy sometimes Overall I think it's a worthwhile change.
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Labels
A-Rendering
Drawing game state to the screen
C-Performance
A change motivated by improving speed, memory usage or compile times
C-Refinement
Improves output quality, without fixing a clear bug or adding new functionality.
S-Ready-For-Final-Review
This PR has been approved by the community. It's ready for a maintainer to consider merging it
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Currently solari's specular GI conditionally terminates in the world cache based on the roughness of a surface.
This PR changes that. Now, solari tracks the spread of the full path to the camera, and terminates in the world cache once the spread is wide enough.
On the plus side this gives
On the downside:
Overall I think it's a worthwhile change.