Skip to content

Renderer: baked GI / lightmap path for static geometry #439

Description

@drsnuggles8

Problem

GI is realtime-only (SSGI + IBL). There's no baked lightmap / irradiance-volume path for static geometry. It looks fine, but you lose a major perf lever and ground-truth bounce lighting for static-heavy scenes.

Why it matters (Tier 3)

A baked path gives high-quality, cheap indirect lighting for the static world (terrain, buildings, props), freeing the realtime budget for dynamic objects. Standard for shipping open-world titles.

Proposed approach (compute/offline)

  • Offline lightmap bake (UV2 unwrap + path-traced or irradiance bake — can run in compute) for static meshes; runtime samples the lightmap.
  • And/or baked irradiance volumes (probe grid) for dynamic objects sitting in static lighting.
  • The bake step lives in the asset-cook pipeline (AssetPackBuilder / BuildGamePanel).

Acceptance criteria

  • A static scene shows baked indirect bounce; dynamic objects sample baked probes; runtime cost lower than full SSGI for the same look.

Tier 3 — visual quality / perf lever.

Score

capability: 5
craft: 13
stability: 1
decay: 1
effort: 8
confidence: 0.5
learning: 5
fun: 5
kano: delighter
blocked_by: []
blocks: []

Rated per issue-scoring · score = confidence × (capability + craft + stability + decay) / effort, derived by the picker.

Metadata

Metadata

Assignees

No one assigned

    Labels

    featureNew feature or request

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions