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 detail61 days ago
- Voxel Cone Tracing Experiment62 days ago
- Dynamic direct sunlight working with level of detail64 days ago
- Improved dynamic direct sunlight70 days ago
- Dynamic direct sunlight70 days ago
- Previous folly and finally success77 days ago
- Rasterized triangles are evil!86 days ago
- Procedurally Generated Blocks (Video)89 days ago
- Fog is working again92 days ago
- Improved fragment/compute shading rates94 days ago
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