Update: ambient occlusions optimizations
See previous devlog post Ambient occlusions optimizations and comment I made:
"In implementing this optimization, I realized the voxel-level ambient occlusion could also be sped up even more if I keep bits in each voxel indicating if a given voxel face (same x, y and/or z plane) and its surrounding face plane neighbors are air voxels. If the surrounding voxels for a given face are all air voxels, then the face doesn't need to be shaded by voxel-level ambient occlusion. I'm working on this and it should yield even greater performance gains than the voxel-level ambient occlusion optimizations described above yielded."
I've got this working and frame rates with ambient occlusion are now at nearly 50% faster (mileage may vary depending on scene and view) from before I started optimizing ambient occlusion. This latest optimization is not as much of a performance gain (+25%) as I was hoping for, but I'll take it as a win!
Here's a screen shot:
Hantverk'n
Status | In development |
Author | Teknologicus |
Genre | Adventure |
Tags | Exploration, Open World, Voxel |
More posts
- Voxel-level ambient occlusion optimization bits generation via compute shader38 days ago
- Image rotation via shearing43 days ago
- Rotation without rotating44 days ago
- Voxel volume mipmaps generation via compute shader45 days ago
- Dynamic global illumination methods57 days ago
- More ambient occlusions optimizations84 days ago
- Procedurally generated grooved, cracked brick blocks87 days ago
- Procedurally generated cobblestone blocks with surface indentations87 days ago
- Procedurally generated mortar grooved brick blocks88 days ago
- Testing other colors of procedurally generated mushrooms91 days ago
Leave a comment
Log in with itch.io to leave a comment.