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 detail27 days ago
- Voxel Cone Tracing Experiment27 days ago
- Dynamic direct sunlight working with level of detail30 days ago
- Improved dynamic direct sunlight35 days ago
- Dynamic direct sunlight36 days ago
- Previous folly and finally success43 days ago
- Rasterized triangles are evil!52 days ago
- Procedurally Generated Blocks (Video)55 days ago
- Fog is working again58 days ago
- Improved fragment/compute shading rates60 days ago
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