Smooth shaded voxel ambient occlusion!
Vorxel » Devlog
I got smooth shaded voxel ambient occlusion working. I've implemented it in such a way as to have very little performance impact on the GLSL ray marching shader I wrote and this is all done in one render pass. I've also managed to still fit each voxel's data into a 32-bit integer which includes 16-bit RGB color (565), ambient occlusion weight value and a respective ambient occlusion weight centeroid.
There are some artifacts in the smooth ambient occlusion which I may be able to fix.
Flat ambient occlusion:
Smooth ambient occlusion:
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
Comments
Log in with itch.io to leave a comment.
Nice
Thank you!
I know you are interested in voxel technologies would you like to follow me on YouTube Channel. Currently growing a voxel game studio.
https://youtube.com/@philipmoddev?si=edVMQu6X_l5U97ZR
https://youtu.be/sFzmgD_fPxE?si=ONfG-X0kCRXJI7L9
Done. I subscribed to your channel on YouTube and am now following you on Itch.
Thanks man. I subscribed to your channel as well. I'll keep you posted.
Thank you.