Per voxel ambient occlusion lighting
Vorxel » 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.
Vorxel
Status | In development |
Author | Teknologicus |
Genre | Adventure |
Tags | Exploration, Open World, Voxel |
More posts
- Fixed bug with dynamic direct sunlight and level of detail14 days ago
- Voxel Cone Tracing Experiment14 days ago
- Dynamic direct sunlight working with level of detail17 days ago
- Improved dynamic direct sunlight22 days ago
- Dynamic direct sunlight23 days ago
- Previous folly and finally success30 days ago
- Rasterized triangles are evil!39 days ago
- Procedurally Generated Blocks (Video)42 days ago
- Fog is working again45 days ago
- Improved fragment/compute shading rates47 days ago
Leave a comment
Log in with itch.io to leave a comment.