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https://github.com/theolundqvist/parallax-voxel-ray-marcher
Project in High Performance Computer Graphics (3rd place) at LTH by Theodor Lundqvist, Jiuming Zeng and Jintao Yu.
https://github.com/theolundqvist/parallax-voxel-ray-marcher
Last synced: 4 days ago
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Project in High Performance Computer Graphics (3rd place) at LTH by Theodor Lundqvist, Jiuming Zeng and Jintao Yu.
- Host: GitHub
- URL: https://github.com/theolundqvist/parallax-voxel-ray-marcher
- Owner: theolundqvist
- License: unlicense
- Created: 2023-11-01T06:52:47.000Z (about 1 year ago)
- Default Branch: main
- Last Pushed: 2023-12-30T11:05:44.000Z (11 months ago)
- Last Synced: 2024-08-01T21:42:26.425Z (3 months ago)
- Language: C++
- Homepage:
- Size: 1.31 MB
- Stars: 12
- Watchers: 1
- Forks: 0
- Open Issues: 1
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Metadata Files:
- Readme: README.md
- Changelog: CHANGES.rst
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README
## 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/21KFuvCqHIUPaper:
[Parallax Voxel Ray Marcher.pdf](https://github.com/theolundqvist/parallax-voxel-ray-marcher/files/13754011/Parallax.Voxel.Ray.Marcher.pdf)
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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=0VzE8ROwC58distance fields - can be made fast on gpu but still slower it seems
https://www.youtube.com/watch?v=REKcTBgkrsEparallax voxel raymarching
https://www.youtube.com/watch?v=h81I8hR56vQ### atomotage engine
- https://www.youtube.com/watch?v=nr5JqYYye3w
- https://www.youtube.com/watch?v=4AYBm-9cBqs
- https://www.youtube.com/watch?v=1sfWYUgxGBE### 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
```glsl
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 backfacescool examples:
https://www.shadertoy.com/view/cdsGz7
https://www.shadertoy.com/view/dtVSzw
https://www.shadertoy.com/view/tdlSR8