Uploaded September 2022 | Updated September 2026, 9 hours ago
CPU physics is driving the falling capsules, but they have colliders that collide with the GPU particle system (the grass).
On CPU, Bullet physics engine is used, on GPU a custom simple physics implementation.
github.com/turanszkij/WickedEngine
CPU physics is driving the falling capsules, but they have colliders that collide with the GPU particle system (the grass).
On CPU, Bullet physics engine is used, on GPU a custom simple physics implementation.
github.com/turanszkij/WickedEngine


![Wicked Engine - Voxel GI [C++][DX11]
I implemented a real time voxel based global illumination into my graphics engine. It supports multiple light bounces, ambient occlusion and reflections, too. It Works by first rendering the scene around the viewer into a 3D texture in real time, with light contribution applied. I use a 256*256*256 resolution texture. Then the light is bounced around using cone tracing inside the texture (which is the second light bounce). Then in the pixel shader, we perform cone tracing again and this is our first light bounce and second light bounce combined. We approximate a hemisphere with some cones and average them for this.
The reflection cone tracing is similar, but with do the cone tracing with one ray.
By the way, cone tracing is just a raymarching which samples from increased mip levels in each step.
Source code available at: https://github.com/turanszkij/WickedEngine
Music: Deus Ex - UNATCO Theme Wicked Engine - Voxel GI [C++][DX11]](https://i.ytimg.com/vi/siui7gLxcIQ/mqdefault.jpg)




![Video decoding [WIP]
The GPU video decoding in Vulkan and DX12 will allow to easily add HD videos to your materials in Wicked Engine with minimal performance and memory impact. This is some work to do, but the base idea works now.
Wicked Engine: https://github.com/turanszkij/WickedEngine Video decoding [WIP]](https://i.ytimg.com/vi/tvGlJjgD-VU/mqdefault.jpg)


