Voxel Raymarching Level of Detail (fixed visual artifacts)
Vorxel » Devlog
I fixed the issue of visual artifacts with the level of detail by calculating ray distance in discrete units of voxel volumes. Before the distances were calculated from the origin to where ever the ray hit a side of a voxel. Furthermore, the mipmaps are per each voxel volume, so it makes even more sense to do it this way. Here's a video in color coded level of detail display:
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
Leave a comment
Log in with itch.io to leave a comment.