This guide details the foundation of building real-time global illumination using three.js, starting with a 'naive' global illumination approach. The process involves using signed distance functions (SDFs) to draw shapes on the GPU, followed by implementing raymarching to simulate how light interacts with surfaces. The goal is to create realistic lighting effects efficiently on consumer hardware. The post also touches on optimizations, such as the Jump Flood Algorithm (JFA) for distance fields, enhancing the basic raymarching technique.
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Building Real-Time Global IlluminationDistance FieldNaive Global IlluminationPlaygroundBonus MaterialGI Falling Sand1 Comment
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