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I'm working on a ray-traced voxel engine for ...

Scene is lit with direct sunlight + screenspace emission + GI calculated in screenspace using depth moments, then fake ......

This experiment is a continuation of my previous 2d GI algorithm, now expanded to 3d. In a ...

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

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

Hello Everyone! I'm exited to showcase the demo for the ...

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