Sparse Voxel Octree Raycasting: January Progress Report
Hi there, time for some updates on my voxel rendering pipeline! Lot of work behind the scenes last month, and now taking …
Hi there, time for some updates on my voxel rendering pipeline! Lot of work behind the scenes last month, and now taking …
After a short venture into suggestive contours, I’m back on my voxel raycaster. I’ve been implementing multiple light sources and phong lighting, …
A short video I made demonstrating the improvements in my voxelizer, a higher grid resolution (1024x1024x1024) and multiple light sources. A short …
Just a quick piccie: thanks to optimizations in my out-of-core octree building algorithm, I can now render even bigger voxel fields (1024^3), …
Transforming a polygon mesh into a 3D grid / voxel data set is still the quickest way to play with some interesting …
In order to correctly voxelize larger meshes with configurable parameters (shell thickness, seperability parameters, …) I’m now implementing the method described in An …
I’ve uploaded a new video containing my most recent work on my Sparse Voxel Octree raycaster. Thanks to advances in my own …
After quite a struggle, I managed to compile the Walt Disney Animation Studios BRDF Explorer (released during SIGGRAPH) myself. Only to find …
I was fortunate enough to attend the talk Rich Geldreich of Valve Software gave at the OpenGL Anniversary party duing SIGGRAPH 2012 …
After my HTC Wildfire and Motorola Atrix, I’m now on my 3rd Android phone in 3 years: the Samsung Galaxy Nexus. You’d …