Voxel-level ambient occlusion optimization bits generation via compute shader


  • Test scene: nuke.vox (1932x615x1136 or 31,734,800 non-air voxels)
    • Times from/to on scene load to generate voxel-level AO optimization bits:
      • CPU (only using one execution thread @ 3.20GHz) : 134 seconds
      • GPU via compute shader: 2 seconds

[Updating of voxel-level AO optimization bits when blocks/voxels are placed or removed has a bug that needs fixing.]


Comments

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(+1)

looking good keep on the work <3

Thanks!

Dang, I know I should be looking at the ambient occlusion, but your voxels are so crystal clear!

Ambient occlusion is unnecessary with global illumination, but it does add extra definition to voxels when combined with GI.