Getting direct illumination by sampling a shadow map

I’m trying to find a global illumination solution for my application, and I need it to be fast.

So I tried to get direct illumination into the light map by sampling a shadow map.

The light map’s resolution is pretty low, and caused the problems of aliasing ( in my case, it’s 128 * 128 for the ground).


Is there any way to improve this?

Thank you all for reading my post, and sorry for my poor English.

Why not just increasing the resolution of the light map?

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Thank you for the reply.

I compute the illumination in the texture space, so increasing the resolution will make it much slower.
And when the scene becomes much more complicated, the light map will be huge.