Media Summary: Scene is lit only with direct sunlight + GI calculated from SSRC, nothing else. Following the footsteps of  ... My previous sparse RC demo was running with a screenspace raymarcher because it was easy to implement at the time. But now ... This is an implementation of classic full 3d world space

Polygonal Radiance Cascades - Detailed Analysis & Overview

Scene is lit only with direct sunlight + GI calculated from SSRC, nothing else. Following the footsteps of  ... My previous sparse RC demo was running with a screenspace raymarcher because it was easy to implement at the time. But now ... This is an implementation of classic full 3d world space This experiment is a continuation of my previous 2d GI algorithm, now expanded to 3d. In a real-world application one would ... Hello Everyone! I'm exited to showcase the demo for the new lighting details that I try to implement in my game engine. Kept you waiting? In this video I present my new project -

Added colored materials and glowing cubes to a 1024^3 voxelized sponza scene. It's a little buggy, but it's quite fast. Average ... This was run on a GTX 970 GPU. See my Twitter profile for more: Sponza is stored in HRC and is rendered directly. No substances were abused during the making of this video. I'm working on a ray-traced voxel engine for rendering games. This is a new experiment I'm running that puts In this demo I showcase a cluster-based streaming approach where ... Global Illumination 25:32 Rendering a Frame in Coral Engine 31:03 Blossom - Grass Rendering 38:52

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Polygonal Radiance Cascades
Exploring a New Approach to Realistic Lighting: Radiance Cascades
Showcase: Noisy-free Realtime Diffuse GI based on ScreenSpace Radiance Cascades
Sparse Radiance Cascades: goodbye screenspace
Radiance Cascades 3D (Shadertoy)
Sparse 3d Radiance Cascades
Hierarchal radiance cascades GI experiment
Global Illumination Demo - 3D Radiance Cascades
Presentation of my Radiance Cascades project
Radiance Cascades GI In 3D Voxel Sponza Scene
Refracting Radiance Cascades
2D global illumination with radiance cascades at ~0.3 ms per frame
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Polygonal Radiance Cascades

Polygonal Radiance Cascades

A new flavour of

Exploring a New Approach to Realistic Lighting: Radiance Cascades

Exploring a New Approach to Realistic Lighting: Radiance Cascades

Radiance Cascades

Showcase: Noisy-free Realtime Diffuse GI based on ScreenSpace Radiance Cascades

Showcase: Noisy-free Realtime Diffuse GI based on ScreenSpace Radiance Cascades

Scene is lit only with direct sunlight + GI calculated from SSRC, nothing else. Following the footsteps of @Alexander_Sannikov ...

Sparse Radiance Cascades: goodbye screenspace

Sparse Radiance Cascades: goodbye screenspace

My previous sparse RC demo was running with a screenspace raymarcher because it was easy to implement at the time. But now ...

Radiance Cascades 3D (Shadertoy)

Radiance Cascades 3D (Shadertoy)

An implementation of

Sparse 3d Radiance Cascades

Sparse 3d Radiance Cascades

This is an implementation of classic full 3d world space

Hierarchal radiance cascades GI experiment

Hierarchal radiance cascades GI experiment

This experiment is a continuation of my previous 2d GI algorithm, now expanded to 3d. In a real-world application one would ...

Global Illumination Demo - 3D Radiance Cascades

Global Illumination Demo - 3D Radiance Cascades

Hello Everyone! I'm exited to showcase the demo for the new lighting details that I try to implement in my game engine.

Presentation of my Radiance Cascades project

Presentation of my Radiance Cascades project

Kept you waiting? In this video I present my new project -

Radiance Cascades GI In 3D Voxel Sponza Scene

Radiance Cascades GI In 3D Voxel Sponza Scene

Added colored materials and glowing cubes to a 1024^3 voxelized sponza scene. It's a little buggy, but it's quite fast. Average ...

Refracting Radiance Cascades

Refracting Radiance Cascades

A combination of

2D global illumination with radiance cascades at ~0.3 ms per frame

2D global illumination with radiance cascades at ~0.3 ms per frame

This was run on a GTX 970 GPU. See my Twitter profile for more: https://twitter.com/MytinoDev

Exploring 3d holographic radiance cascades

Exploring 3d holographic radiance cascades

Sponza is stored in HRC and is rendered directly. No substances were abused during the making of this video.

Sparse Radiance Cascades in 3D

Sparse Radiance Cascades in 3D

Initial showcase of a 3D Sparse

Deep Space Radiance Cascades

Deep Space Radiance Cascades

Demo: https://tsp.grantkot.com/ Initial lighting tests adding

Prototyping Screen Space Radiance Cascades

Prototyping Screen Space Radiance Cascades

I'm working on a ray-traced voxel engine for rendering games. This is a new experiment I'm running that puts

Cluster-based rendering, Nanite-style (200M triangles in 1ms)

Cluster-based rendering, Nanite-style (200M triangles in 1ms)

In this demo I showcase a cluster-based streaming approach where

Student Showcase

Student Showcase

... Global Illumination 25:32 Rendering a Frame in Coral Engine 31:03 Blossom - Grass Rendering 38:52