[Epic] Ray-traced global illumination #87
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backspace119/Slipstream#87
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Goal: dynamic diffuse global illumination (bounce light) on RT-capable GPUs.
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Size: L. Depends on: RT foundation (done), benefits from temporal epic. Risk: light leaking through thin SL walls (mitigate with Chebyshev visibility + probe relocation), cost in dense sims.
Scope note: GI hit shading must include emissive radiance (PBR emissive + legacy fullbright/glow mapping) so emissive surfaces contribute soft bounce light. Sharp emissive area lighting is tracked separately in #91.