Class: VoxelConeTracingGI
Defined in: src/gfx/renderJob/gi/VoxelConeTracingGI.ts:28
Voxel Cone Tracing GI (skeleton).
Pure compute-shader GI alternative to DDGI. Steps:
- Voxelize the scene each N frames into a 3D storage texture (256³ rgba16float, ~256MB — tune by scene scale).
- Compute mip chain of the voxel volume (radiance pyramid).
- Per fragment, cone-trace 5-9 cones along the hemisphere; sum sampled radiance weighted by occlusion. Specular = single narrow cone along reflection direction.
Status — skeleton: this class allocates the voxel volume texture and provides init() / dispose(). The voxelization compute, mip generation, and cone-trace shaders are the multi-week follow-up. Documented for the architecture sweep so consumers can see the intended seam (engine.setting.gi.algo = 'vct').
Compared to DDGI (already implemented):
- Specular cone trace gives glossy GI without separate SSR
- Single 3D texture vs probe array's many 2D layers
- Higher memory cost
- Needs voxelization pass (DDGI uses ray-marched probes)
Constructors
Constructor
new VoxelConeTracingGI(
ctx,resolution?):VoxelConeTracingGI
Defined in: src/gfx/renderJob/gi/VoxelConeTracingGI.ts:32
Parameters
ctx
resolution?
number = 128
Returns
VoxelConeTracingGI
Methods
init()
init():
void
Defined in: src/gfx/renderJob/gi/VoxelConeTracingGI.ts:37
Returns
void
dispose()
dispose():
void
Defined in: src/gfx/renderJob/gi/VoxelConeTracingGI.ts:49
Returns
void

