Skip to content

Project in High Performance Computer Graphics (3rd place) at LTH by Theodor Lundqvist, Jiuming Zeng and Jintao Yu.

License

Notifications You must be signed in to change notification settings

theolundqvist/parallax-voxel-ray-marcher

Repository files navigation

Parallax Voxel Ray Marcher

Project in High Performance Computer Graphics (3rd place) at LTH by Theodor Lundqvist, Jiuming Zeng and Jintao Yu.

Video: https://youtu.be/21KFuvCqHIU (8000+ views)

Paper: Parallax Voxel Ray Marcher.pdf

                         







Some personal notes:

GRID TRAVERSAL

voxel traversal using FVTA algorithm http://www.cse.yorku.ca/~amana/research/grid.pdf

MODELS

Models can be converted from mesh to voxel grid using online resources https://github.com/davidstutz/mesh-voxelization https://drububu.com/miscellaneous/voxelizer/?out=obj

voxel ray marching techniques

how Teardown does it: https://www.youtube.com/watch?v=0VzE8ROwC58

distance fields - can be made fast on gpu but still slower it seems https://www.youtube.com/watch?v=REKcTBgkrsE

parallax voxel raymarching https://www.youtube.com/watch?v=h81I8hR56vQ

atomotage engine

moving voxelvolumes around and intersecting.

Have to disable early depth test since depth can change in fragment shader. Though we can use an extension: https://www.khronos.org/opengl/wiki/Fragment_Shader#Conservative_Depth

layout (depth_less) out float gl_FragDepth;

To say that we always will move the pixel closer than the plane it was rendered on, which is the only thing we will do when rendering backfaces

cool examples: https://www.shadertoy.com/view/cdsGz7 https://www.shadertoy.com/view/dtVSzw https://www.shadertoy.com/view/tdlSR8

About

Project in High Performance Computer Graphics (3rd place) at LTH by Theodor Lundqvist, Jiuming Zeng and Jintao Yu.

Resources

License

Stars

Watchers

Forks

Packages

No packages published

Contributors 3

  •  
  •  
  •