Dynamic global illumination methods
Vorxel » 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
Vorxel
Status | In development |
Author | Teknologicus |
Genre | Adventure |
Tags | Exploration, Open World, Voxel |
More posts
- Fixed bug with dynamic direct sunlight and level of detail87 days ago
- Voxel Cone Tracing Experiment87 days ago
- Dynamic direct sunlight working with level of detail89 days ago
- Improved dynamic direct sunlight95 days ago
- Dynamic direct sunlight96 days ago
- Previous folly and finally successJan 19, 2025
- Rasterized triangles are evil!Jan 10, 2025
- Procedurally Generated Blocks (Video)Jan 07, 2025
- Fog is working againJan 04, 2025
- Improved fragment/compute shading ratesJan 02, 2025
Comments
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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