Wicked Engine - Voxel GI [C++][DX11] @specialisthun
Wicked Engine - Voxel GI [C++][DX11]  @specialisthun
Uploaded March 2017 | Updated September 2026, 10 hours ago
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: github.com/turanszkij/WickedEngine
Music: Deus Ex - UNATCO Theme
Wicked Engine - Voxel GI [C++][DX11]FPS sample - bloodPaint Tool UpdatesSparse texture debugDecals on transparencyVideo decoding [WIP]64K x 64K virtual texturesCamera feed CRT effectTransform Tool UpgradesWicked Engine - Creating an ApplicationGrass Zen - Itch.io releaseSpringbone Colliders
János Turánszki |

Wicked Engine - Voxel GI [C++][DX11]

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