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Voxel raymarching now with fragment shading rate
March 30, 2024
by
Teknologicus
Here is the mask (if you will) of shading rates I'm using: Red corresponds to a 1x1 to 1x1 fragment shading rate, green is 1x1 to 2x2, and blue is 1x1 to 4x4 This feature with be adjustable and will b...
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Raymarching higher resolution voxelized Sponza model
March 25, 2024
by
Teknologicus
I realized the only voxelized Sponza model files I could find have a quantized color palette and that is why there are not smooth gradients of colors. https://youtu.be/pwdcPCcGp0U...
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Fixed visual artifacts and running voxelized Sponza model
March 24, 2024
by
Teknologicus
I fixed the visual artifacts which were due to a numerical error in the code. Here's a screenshot of my engine running a voxelized version of the Sponza model commonly used to test graphics engines an...
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Massive model / scene
March 21, 2024
by
Teknologicus
1
Statistics: 1589 octree nodes (non-leaf), 5363 octree volumes (leaf nodes), 889171 (21966848) voxels That's 889,171 non-air voxels and 21,966,848 voxels if air voxels in volumes are counted! No wonder...
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Another raymarching and sparse octree of voxel volumes growth demonstration
March 20, 2024
by
Teknologicus
This also tests dynamic use of Vulkan buffers for octree nodes and voxel volumes...
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Octree growth test
March 18, 2024
by
Teknologicus
I've got voxel placement and removal working. Here's a test of what the octree does if I place voxels outside of its bounds to make it grow...
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Hybrid raymarching + raster rendering
March 12, 2024
by
Teknologicus
The graphics engine now supports rendering lines and triangles via raster pipelines with correct depth test (z-buffer). Here's a scene with lines representing the octree nodes (blue, cyan, green) and...
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Improved voxel ambient occlusion lighting
March 03, 2024
by
Teknologicus
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More stylized ambient occlusion
February 28, 2024
by
Teknologicus
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Now with MagicaVoxel file loading...
February 27, 2024
by
Teknologicus
1
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Smooth shaded voxel ambient occlusion!
February 26, 2024
by
Teknologicus
I got smooth shaded voxel ambient occlusion working. I've implemented it in such a way as to have very little performance impact on the GLSL ray marching shader I wrote and this is all done in one ren...
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Voxel crash test bunny exploded!!!
February 24, 2024
by
Teknologicus
1
I'm working on the code to add and remove voxels. The code to break a voxel (remove) works fine, but there are bugs in the add voxel code which adds a voxel to the voxel volume octree and does updates...
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Per voxel ambient occlusion lighting
February 24, 2024
by
Teknologicus
I'm planning on having voxels which are 1/8 of a square meter each in size, so I can't afford slow ambient occlusion (smooth gradations) calculations per ray marched into the scene, so I've decided on...
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Voxel volume based octree ray marching rendering working!
February 18, 2024
by
Teknologicus
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Prototype / proof of concept voxel ray marching
February 09, 2024
by
Teknologicus
#voxel
I'm working on a voxel rendering engine written in C++ for a video game I'm planning on writing. Here is a prototype / proof of concept voxel bunny rendered with the Vulkan graphics API and glsl fragm...
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