Hi Guys,
I'm currently trying to implement light propagation volumes in DirectX 11 and I've already done the RSM part which contains position, normal, depth and flux map generation. but for Injecting Virtual point lights into light propagation volumes, we have to inject lights into an x*y*z grid for which each element consists of 3 vectors for each of red, green and blue channels and each vector consists of four coefficients of a two-band spherical harmonics.
by definition, it means just make a injection shader that gets 4 RSM render targets and apply those thing that i've written above, but for output from pixel shader I'm totally confused because it seems like we only multiply flux with Spherical Harmonics coefficients and return its value for each red, green and blue channel. is that correct ? so how we are going to use other maps in this step ?
and also it's unclear for me that how this result can bind with 3D grid.
Regards