Dynamic global illumination methods
Hantverk'n » Devlog
I've been doing research into how to implement dynamic global illumination in my voxel engine. I have decided on "voxel cone tracing" over "path tracing" for performance reasons.
Here's an example (not my creation) of what voxel cone tracing can do: https://www.shadertoy.com/view/WdlyWs
Hantverk'n
Status | In development |
Author | Teknologicus |
Genre | Adventure |
Tags | Exploration, Open World, Voxel |
More posts
- Overhaul of buffer use in voxel engine4 days ago
- Tetahexacontree 4x4x4 Occupancy Bitmasks Lookup Table16 days ago
- Voxel-level ambient occlusion optimization bits generation via compute shader57 days ago
- Image rotation via shearing62 days ago
- Rotation without rotating63 days ago
- Voxel volume mipmaps generation via compute shader64 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
Comments
Log in with itch.io to leave a comment.
Hmm, Whats the difference between conetracing and pathtracing? and how would you implement a cone tracer?
Some of the responses on this Reddit post explain the differences and nuances better than I could.
I'm still figuring out the details on how to go about implementing it. Pyramid-tracing is probably a more accurate geometric term. For each location in a scene to be lit, six pyramids -- one for each 3D axis aligned cube face direction -- bounds will be traced into the scene accumulating light values based on light sources intersected by said pyramids taking into account light source distance from start of each pyramid. There's also occlusion at play in the traced pyramid paths.
ohh hope its go's good