Global Illumination Generator

Another hobby project, this one came as a logical extension of the previous, but this time I decided to use hardware acceleration to build a global illumination solution, by rendering for each texel the scene and account for received light and iteratively account for multiple light bounces.

This was actually a lot of fun, and the results were slow but very cool when baked into lightmaps.

The system could account for multiple bounces, multiple sources of light with different shapes, automatic UV unwrap and transparency tinting of incomming light.

This was all programmed in C++ with the Spellbook engine by me.