Voxel Raycaster: Simply Red

After a short discussion with my promotor Philip Dutré, I rewrote some parts of the basic grid structure to be more compatible with the uninevetable introduction of an octree-based system. No shotgun surgery for me – first I planned it on paper. REAL ACTUAL PAPER.

I finished this week by implementing a “workload” renderer: an image with false colors depicting how much work was done on the pixel. Bright red = maximum amount of grid-steps = a lot of work. As expected, these pixels all depict empty space in the grid.

Same image, but now with grayscale and at a higher resolution.

Also, not a blooper, but for some reason, this:

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