danielsdevblog.blogspot.com
Daniel's Development Blog: Rendering Imrod
http://danielsdevblog.blogspot.com/2012/07/rendering-imrod_20.html
Friday, July 20, 2012. I was compelled to try and render the Imrod model that Jon Olick (worked for ID Software at one point) rendered with voxels. Below is a video of Jon's render, and below that is mine. Jon's is better. 800x600 60 fps - SVODepth(10) 2 Million visible voxels. I plan to implement voxel contours so that the voxels no longer have the cubical shape when viewed up close, but rather have a smoother surface that better represents the high poly source model. Subscribe to: Post Comments (Atom).
svenforstmann.com
Sven Forstmann, Ph.D
http://www.svenforstmann.com/index.php?p=software
CodeFlash is a tool to assist you in writing source code via code snippets. It supports most editors and provides templates for the important programming languages. GitHub Quadric Mesh Simplification Page. Game-GUI is easy to use and features TTF fonts, UTF8, skins, callbacks, alpha-blending, custom mouse pointers, multi-screen support and also includes a basic file-browser as well as a complete window manager. It is based on OpenGL/GLSL and includes samples for GLUT and QT5. GitHub Game GUI Page. ClipMa...
devmaster.net
Sparse Voxel Octree Raytracing Tech-Demo using Image Warping (up to 4x faster) | DevMaster
http://devmaster.net/p/24457/sparse-voxel-octree-raytracing-tech-demo-using-image-warping-up-to-4x-faster
Sparse Voxel Octree Raytracing Tech-Demo using Image Warping (up to 4x faster). At May 22, 2015. Click here to visit link. Commenting will be coming soon. In the meantime, feel free to create a discussion topic. Noise Functions and Map Generation. Godot Game Engine to be Open Sourced. Valve reveals haptic game controller. Dolphin Emulator and OpenGL drivers. AMD unveils revolutionary Mantle . Interactive WebGL Water Demo. Call for a New Post-Processing Pipe. Dim3 Ray Traced Shooter.
danielsdevblog.blogspot.com
Daniel's Development Blog: Better Scene Management
http://danielsdevblog.blogspot.com/2012/11/better-scene-management.html
Friday, November 16, 2012. Improved scene bounding volume hierarchy. This scene contains 2,500 instanced Imrod Models. 480x360 @ 25-30 fps. There is still much I want to do in the way of optimizations. My goal is still at least 30 fps at a resolution of 1280x720 (720p). My next blog entry will hopefully show models with color rather than being textured white. Imrod Model by Dmitry Parkin. December 5, 2012 at 6:39 PM. Nice work there :). Subscribe to: Post Comments (Atom). Voxel Engine Development Blog.
danielsdevblog.blogspot.com
Daniel's Development Blog: Soft Shadows and Glossy Specular Reflection
http://danielsdevblog.blogspot.com/2013/01/soft-shadows-and-glossy-specular.html
Friday, January 18, 2013. Soft Shadows and Glossy Specular Reflection. It has been a while since I posted my last update. I have made some major changes since then. I am still working on optimizations of the ray traversal algorithms and data structures. I have implemented soft shadows and glossy specular reflection by using a technique that loosely follows what Cyril Crassin pioneered and what Epic's Unreal Engine 4 is using for dynamic lighting (Sparse Voxel Octree Cone Tracing). Are you using octrees?
danielsdevblog.blogspot.com
Daniel's Development Blog: January 2013
http://danielsdevblog.blogspot.com/2013_01_01_archive.html
Friday, January 18, 2013. Soft Shadows and Glossy Specular Reflection. It has been a while since I posted my last update. I have made some major changes since then. I am still working on optimizations of the ray traversal algorithms and data structures. I have implemented soft shadows and glossy specular reflection by using a technique that loosely follows what Cyril Crassin pioneered and what Epic's Unreal Engine 4 is using for dynamic lighting (Sparse Voxel Octree Cone Tracing). View my complete profile.
danielsdevblog.blogspot.com
Daniel's Development Blog: Better Shading
http://danielsdevblog.blogspot.com/2012/08/better-shading.html
Wednesday, August 8, 2012. Fixed the shading and added spherical environment mapped specular reflections. 800x600 50 fps - SVODepth(11) 2 Million visible voxels. My next goal is to implement some sort of contour mapping per voxel, so that even at a lower subdivision level it will still look as detailed as this example. Subscribe to: Post Comments (Atom). Voxel Engine Development Blog. Tempe, Arizona, United States. View my complete profile. Awesome Inc. template. Template images by Ollustrator.
danielsdevblog.blogspot.com
Daniel's Development Blog: July 2012
http://danielsdevblog.blogspot.com/2012_07_01_archive.html
Friday, July 20, 2012. I was compelled to try and render the Imrod model that Jon Olick (worked for ID Software at one point) rendered with voxels. Below is a video of Jon's render, and below that is mine. Jon's is better. 800x600 60 fps - SVODepth(10) 2 Million visible voxels. I plan to implement voxel contours so that the voxels no longer have the cubical shape when viewed up close, but rather have a smoother surface that better represents the high poly source model. Wednesday, July 11, 2012. Octree De...
danielsdevblog.blogspot.com
Daniel's Development Blog: Instance Test
http://danielsdevblog.blogspot.com/2012/08/instance-test.html
Thursday, August 30, 2012. Just a quick test of the instancing capabilities. In this test there are 1,323 Imrod Models. Only one copy of the octree resides in GPU memory taking 75 MB; the rest are instanced but have there own lighting. 480x400 4-25 fps - ( 2.2 billion) Visible Voxels. It runs slow as I have yet to optimize the scene octree and there are a few other bottlenecks I am working on. Here is a 1280x720 render at 20 fps of a single model:. Subscribe to: Post Comments (Atom).