loading Sponza…
Sponza Swarm
–
3D radiance cascades lit by flying orbs. Hover any setting to see what it does.
Lights
count
speed m/s
radius m
brightness
formation
swarm
spinning ring (side-on)
spinning hoop (down the nave)
ring size m
palette
rainbow
neon
embers
fireflies
ice
Reflections
surfaces
off
wet floor
polished stone
chrome everything
source
BVH traced
SH only
SH cascade
c0
c1
c2
c3
c4
resolution
full
half
roughness
strength
bump
Specular
source
off
dominant dir, spread lobe
dominant dir, plain
SH at R
per-pixel L1 (Bakery stand-in)
real lights (reference)
roughness
strength
Cascades
gather
probe rays
ray split
emitter tree
built upward
real lights (reference)
real lights, triangle shadows (slow)
emitter far field
cascade merge
c0 only, no merge
emitter merge
auto
off (every light)
0.25
0.5
1
2
upward seed
c0 rays
exact lights
upward source
voxel mips
probes below
downward merge
every parent
per ray
camera fallback
off
1 spacing
2 spacings
split ray dirs
fixed per pixel
reshuffled per frame
split rays
1 per pixel
1 per 2×2
1 per 4×4
split c0 dirs
8
32
128
all L1
L1 low / L2 high
L1·L2·L3
all L2
L1 c0 + directional above
cascades
c0 spacing m
0.6
0.5
0.4
0.3
0.25
c0 rays
8
16
32
64
ray growth
×2 / cascade
×4 / cascade (classic)
c0 interval
cone width
temporal c0
temporal c1+
de-ring SH
leak check
jitter rays
View
show
final
lighting only
albedo
c0 probe grid
reflections only
specular only
normal maps
exposure
sky
render scale
0.5×
0.75×
1×
1.5×
2×
auto camera
freeze lights
draw orbs
MSAA 4×
drag look · WASD/QE fly · shift fast · wheel dolly · H hides panel