SSGI Worlds

New: the Golden Temple port, a Gothic cathedral, a Moroccan riad and a Cycladic village (top of the Scenes list). Every demo scene for the improved screen-space global illumination (threepipe / WebGI), with GI off and on in the same frame. Drag a slider to compare. The progress section shows the first pass next to the current state.

Vehicle interface: the Rive demo, remade in WebGI

Left: the Rive BMW XM demo. Right: the same interface over a live WebGI stage (Mercedes-Benz CLS53 AMG by ceron_alex, CC BY 4.0; the BMW XM with ?car=car_bmw_xm). The LED walls are real lights (area lights, emissive screens, SSGI and reflections), so a colour change lights the car, the floor and their reflections. Open the live page โ†’

One shot, five wall colours

Day, sunset, night

Light probes indoors

Left: the room lit by the sky HDRI, as if it stood in the open. Right: a probe captured from the room at runtime (cube camera, two bounces, box-projected; worlds/kit/probe.ts), so the ambient light and the reflections come from the room and the sky only through the windows. Both with SSGI.

Scenes

Left: GI off. Right: GI on. All stills are GPU renders on an Apple M4 Pro at 2016ร—1010 (2x render scale) after 48 frames, with the frame time with GI on.

Progress

Left: the first GPU pass (low sky fill, studio backdrop, black shadows, which looked like old game graphics). Right: the current scene (real sky, balanced fill and exposure, sky-aligned sun, new assets).

Procedural parts

Generated only where research supports it: eroded terrain (droplet hydraulic and thermal erosion) and water (transmission with depth absorption). Buildings, plants and props come from artist-made assets.

Notes

Scenes from converted artist-made files (Blender demos, NVIDIA ORCA, McGuire archive, Intel samples, Sketchfab) are the most realistic. Most scans have real light baked into their colour maps, so only soft, overcast scans are used. Credits are in each card and in the demo.