Ray-aligned Occupancy Maps for EEVEE-Next
I just took EEVEE-Next for a spin in 4.1 alpha. I love how it feels more like a real time Cycles than the original EEVEE. However, an obvious limitation is that the ray tracing is screen space with the associated incomplete geometry that it works with.
Barring hardware accelerated ray tracing, this limitation can be overcome with zheng95z.github.io/publications/roma23 to cover far field indirect diffuse and glossy so that one can have indirect lighting that does not suffer from such incompleteness artifacts. The main limitations are similar to those of shadow mapping, in terms of having less resolution than screen space ray tracing.
I along with Cycles developers like Brecht and Weizhen were in the audience when this paper was presented.
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Whitepaper seems interesting. Unsure about the complexity and/or priority we can look into it. I will forward it