Voxel-level ambient occlusion optimization bits generation via compute shader
Vorxel » Devlog
- Test scene: nuke.vox (1932x615x1136 or 31,734,800 non-air voxels)
- Times from/to on scene load to generate voxel-level AO optimization bits:
- CPU (only using one execution thread @ 3.20GHz) : 134 seconds
- GPU via compute shader: 2 seconds
- Times from/to on scene load to generate voxel-level AO optimization bits:
[Updating of voxel-level AO optimization bits when blocks/voxels are placed or removed has a bug that needs fixing.]
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.
After overhauling host/device buffer use, voxel level ambient occlusion bits generation is now down to 0.62 seconds for test scene nuke.vox
looking good keep on the work <3
Thanks!
Dang, I know I should be looking at the ambient occlusion, but your voxels are so crystal clear!
Ambient occlusion is unnecessary with global illumination, but it does add extra definition to voxels when combined with GI.