Cellular Automata Global Illumination

September 2024 - Current day

Highlights

  • Double buffering pipeline to compute one step per frame in order to achieve high performance results
  • Fully ran by cellular automata rules in GLSL compute shaders. No ray tracing, no tricks.
  • Not tied up by the number of lights.
    • All lights are being computed at once in the same simulation in the same volume, more lights won’t affect performance or memory.