Radiance Cascades is an approach to real-time global illumination, created by Alexander Sannikov at Grinding Gear Games for Path of Exile 2. First presented at ExileCon 2023. It has since been extended and modified in a variety of ways by an active community of developers and researchers.
The core insight — the penumbra hypothesis — is that resolving light from an object requires higher spatial resolution nearby and higher angular resolution far away. RC exploits this inverse relationship: each cascade level doubles the ray count while halving the probe density, and merging reconstructs a full radiance field cheaply.
The technique is geometry-agnostic (constant cost regardless of scene complexity) and produces noiseless results in 2D. Extending RC to 3D remains an open problem — see variants.
Additional Controls
Start Here
- SimonDev’s video — accessible introduction
- jason.today — interactive step-by-step walkthrough
- Fundamentals of RC — clear diagrams
- The original paper
Browse
- Research: Papers
- Learning: Guides · Talks
- Code: Implementations · Tools
- Techniques: Fixes & Optimizations · Variants
- Language: GLSL · HLSL · WGSL · Rust · C++ · JavaScript · CUDA
Community
- Dedicated RC Discord
- Graphics Programming Discord — RC thread
- radiance-cascades.com — interactive playground with fix toggles
Many fixes and variants on this wiki originated from these communities.
This wiki is easy to contribute to. See How to Contribute.