The only issue is that a lot of this is already possible in the current renderers at a reduced cost. - Soft shadows work in WebGL fairly well using PCSS: https://clara.io/player/v2/8f49e7c3-7c5e-43f0-a09c-33a55bb1b... - Translucency can be faked effectively using a few different methods. https://clara.io/view/5c7d28c0-91d7-4432-a131-3e6fd657a042 - Screen space ambient occlusion, if using SAO, is amazing. SAO test: ht…
-Thats not what an ao pass should look like. But you shouldnt even need ao if your GI/shadows look good
- Gi should have detail to it, every realtime example is sooooo blurry
-The screen space reflections sometimeslook ok but really depends on your scene, you get all sorts of reflections in the wrong place.
-Yucky DOF without the nice bokeh on highlights and all those edge problems you get with a z-space blur.
The beauty of raytracing with a unified sampler is it makes the algorithm for each of these features you listed incredibly simple and it mixes distributes CPU/GPU time to whats important depending on that part of the image.
scene with lots of motion blur- more primary samples, less samples to gi/shadows/reflections - automatically based on how much gi/shadows you see
scene with lots of gi - more samples in gi, less for reflections etc - automatically
You can have a complex scene with reflections/gi everywhere, and then turn a heavy DOF on and get faster frame times.