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Per-Voxel-Face Irradiance Caching

Real-time diffuse GI cached on every exposed voxel face.

When
Jun – Jul 2026
Stack
Rust · Vulkan
Captures
9

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.