Voxel Cone Tracing Experiment


I'm working on implementing voxel cone tracing global illumination in my voxel engine.  Here's an animation output by a prototype application that demonstrates voxel mip (as in mapmap) coordinates and levels within a frustum from a voxel's side.  The algorithm (modified for adjustable lighting level of detail) will be used in voxel cone tracing.


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Interesting. you mip system is very intricate. But I think it would look better at a higher detail.

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The level of detail equation in cone trace lighting (this is different than voxel level of detail) will be adjustable in game settings.  Default will be set to yield best performance to light quality ratio.

I'm still working on my C++ prototype cone trace progressive frustum app (for lack of a better description) to get algorithm and math right so I don't have to struggle so much when writing the shader code based on the app's code.