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N14: Diffuse GI #295

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26 changes: 26 additions & 0 deletions content/posts/newsletter-014/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -421,6 +421,32 @@ The source code [can be found here][bevy-flappy-src].
[bevy-flappy-video]: https://youtube.com/watch?v=Qjc0V58lB7A
[bevy-flappy-src]: https://github.com/TanTanDev/flappy_bevy

### [Real-Time Global Illumination in WGPU][gi-post]

[![diff-gi-gif](diff-gi.gif)][gi-post]
_Infinite light bounces in Cornell Box_

[DI2edd] shared his [real-time diffuse global illumination demo on /r/rust_gamedev][gi-post].
It's written in 100% Rust and uses WGPU for graphics, proving that the API
is an excellent choice even for advanced computer graphics applications.

The technique provides real time global illumination for static lambertian
geometry, and is the implementation of the 2017 paper ["Real-time Global
Illumination by Precomputed Local Reconstruction
from Sparse Radiance Probes"](https://arisilvennoinen.github.io/Projects/RTGI/index.html),
which proposes a spherical harmonics-based approach to solve the rendering equation
in real time.

In practice, this means that the expensive light transport calculations are performed
in a precomputation step, which relies on - among others - [embree-rs],
and [nalgebra] to produce a compressed
representation of the scene that is then used for lighting reconstruction at runtime.

[gi-post]: https://reddit.com/r/rust_gamedev/comments/ixocl2/real_time_diffuse_global_illumination
[DI2edd]: https://reddit.com/u/DI2edd
[embree-rs]: https://github.com/Twinklebear/embree-rs
[nalgebra]: https://github.com/dimforge/nalgebra

## Library & Tooling Updates

### [Thunderdome]
Expand Down