Hey, I saw your project on the GPU raytracing blog
here, looks really cool!
I'm maintaining
tyrutils-ericw and recently added an Intel embree backend (intel's CPU raytracing library), in some cases it's 2x as fast as what I had, in other cases only about 20%, but it looks like GPU acceleration for baking is the way to go for best performance.
One question, by using hardware rasterisation only for the primary rays, does this mean you're using shadowmapping for each point light?
Large Quake maps can have 1000-2000 or more point lights, I've wondered if shadowmapping is still viable with this many lights. (as I understand it, you render the world on the 6 faces of a cube positioned at each point light?)
For an example of the biggest maps today check out ad_swampy.bsp in Arcane Dimensions (
link). IIRC the final light bakes took mfx 30 minutes, this is with 4x4 supersampling, so 16 samples per final lightmap pixel.