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Sparse Voxel Octree raycasting

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Sparse Voxel Octree raycasting

Postby tmulgrew » Wed Jan 22, 2014 5:02 am

I thought I'd share what I've been working on.
http://youtu.be/358IRUl7UtA

I've been researching real-time ray-casting (like ray-tracing but with only 1 ray per pixel) of voxel data using the Sparse Voxel Octree structure.
I wanted to generate large scene and see how it handled it. An L3DT terrain fit the job description.
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Re: Sparse Voxel Octree raycasting

Postby Telarus » Mon Jan 27, 2014 3:45 pm

Nice! I haven't played with voxel-based rendering. That turned out good.
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Re: Sparse Voxel Octree raycasting

Postby tmulgrew » Mon Mar 10, 2014 8:29 pm

Here's an updated version: http://www.youtube.com/watch?v=ca7xcP3-c18
I'm a bit of an L3DT n00b so this is the result of me scribbling random settings all over the design map and hoping for the best. Even so it came out pretty well imo.
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Re: Sparse Voxel Octree raycasting

Postby tmulgrew » Tue Aug 19, 2014 11:52 am

In case anyone's interested here's an updated version of the engine:
http://youtu.be/XkSS_veoSg0
It has me talking over the top explaining a few things (so apologies in advance..)

It's using a 8K x 8K heightfield and a 128K x 128K texture (effectively. The dynamic loading and voxel down-sampling effectively gives the same effect as a mega-texture).
My L3DT design skills are still pretty basic and I normally don't spend a huge amount of time designing. I tend to just scribble in some mountains, rivers and default climates, then leave it to bake overnight.

But it looks pretty cool seeing a large map with (effectively) a high resolution mega-texture imo.
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Re: Sparse Voxel Octree raycasting

Postby Rofar » Tue Aug 19, 2014 9:57 pm

Nice work. Thanks for sharing.
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