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@orillusion/core


Class: VoxelConeTracingGI

Defined in: src/gfx/renderJob/gi/VoxelConeTracingGI.ts:28

Voxel Cone Tracing GI (skeleton).

Pure compute-shader GI alternative to DDGI. Steps:

  1. Voxelize the scene each N frames into a 3D storage texture (256³ rgba16float, ~256MB — tune by scene scale).
  2. Compute mip chain of the voxel volume (radiance pyramid).
  3. 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

Context3D

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