Package eu.svjatoslav.sixth.e3d.renderer.raster.gi
package eu.svjatoslav.sixth.e3d.renderer.raster.gi
Progressive CPU global illumination.
GlobalIllumination
runs Monte Carlo ray casting on dedicated low-priority threads against a
TriangleBvh built over
the rendered polygons, and feeds per-polygon direct-light visibility
(shadows) and indirect irradiance (bounced light) into the shading path
through
GiLightProvider.
Rendering itself never casts rays; illumination converges progressively
and adapts to scene changes over time.
GI is strictly opt-in: enable it with
viewPanel.enableGlobalIllumination().
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ClassDescriptionProgressive CPU global illumination, running on dedicated low-priority threads (never on the render ForkJoinPool).Per-triangle lightmap: a small generated texture whose texels map onto the triangle surface.A shape carrying a
Lightmap.A textured triangle whose texture is a GI-generated lightmap composite (baseColor x lighting).Bounding volume hierarchy over world-space triangles for fast ray queries.One ray-traced triangle with cached data.Nearest-hit query result.