Per voxel ambient occlusion lighting
Hantverk'n » Devlog
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 ambient occlusion where each voxel gets solid shaded based on its ambient occlusion value.
Hantverk'n
Status | In development |
Author | Teknologicus |
Genre | Adventure |
Tags | Exploration, Open World, Voxel |
More posts
- Overhaul of buffer use in voxel engine5 days ago
- Tetahexacontree 4x4x4 Occupancy Bitmasks Lookup Table17 days ago
- Voxel-level ambient occlusion optimization bits generation via compute shader58 days ago
- Image rotation via shearing63 days ago
- Rotation without rotating64 days ago
- Voxel volume mipmaps generation via compute shader65 days ago
- Dynamic global illumination methods77 days ago
- More ambient occlusions optimizationsAug 30, 2024
- Procedurally generated grooved, cracked brick blocksAug 27, 2024
- Procedurally generated cobblestone blocks with surface indentationsAug 27, 2024
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