Per-Voxel-Face Irradiance Caching
Real-time diffuse GI cached on every exposed voxel face.
Real-time global illumination for voxel worlds: irradiance is cached per voxel face and updated incrementally, so bounce light accumulates over frames instead of being recomputed every frame.
What I built
- Irradiance stored per exposed voxel face, gathered with traced rays and accumulated over time.
- Tested on a deep spiral pit, where nearly all light reaching the bottom is indirect.
- Debug views for raw irradiance (white) and cache convergence.
