Quote:Original post by RedDrake
I had an idea some time before about GI and deferred shading.
Basically the idea is to query samples from shadowmap on each scene pixel using some montecarlo technique and calculate reflected light from shadowmap point by transforming that point in to gbuffer texcords and retrieving diffuse/specular properties. You can store normal in shadowmap and effectively cull low contributions. It only allows one step tracing and ignores the possibility of occlusion between screen pixel and shadowmap pixel (which is possible).
It would also be weary resolution dependent ... but scene complexity is irrelevant (as is with differed shading).
Anyway it just a random thought, and it's probably been done before, but it's worth a shot.
This will not work to good since geometry outside the shadow map frustum wouldn't contribute to the final image.
You could of course increase the size of shadow map frustum to avoid some problems but it'll never work ok.
Funny idea though, if you just allow for local color bleeding (limited by a small radie) it migh work ok.