I'm developing a light probe based GI solution and currently dealing with light leaks due to interpolation between probes located on opposite sides of the walls. I want to tackle the problem by incorporating precomputed shadow maps assigned for each probe to determine which ones are occluded and therefore which probes need to be interpolated for the current fragment in the fragment shader.
The question is, how would I even store tens of thousands of shadow maps and access them in a fragment shader?
Maybe store them continuously in a huge buffer texture? Hmm, or maybe pack them to a huge texture atlas? That also makes me wonder which method would provide a better cache behavior..