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Issues with vxgi implementation when rotating the camera

right now I have implemented vxgi algorithm. Voxelization is working fine, same for mipmap generation. But, I have an issue when I rotate the camera. Basically, it is not stable when it is rotated. I ...
Zhukov Artem's user avatar
2 votes
2 answers
316 views

3D triangle rasterization to voxels

Is there an algorithm to rasterize triangles into voxels (3D, not 2D) that is linear in the amount of voxels in the output? I.e. given a triangle and a grid, generate the exact voxels that the ...
Makogan's user avatar
  • 1,726
2 votes
0 answers
185 views

Sparse voxel oct tree tracing, optimization tricks?

I have a working oct-ree raytracer and I am applying it to the sponza. The algorithm I have designed works like this at a high level: Collide with the bounding box of the model, move your ray to that ...
Makogan's user avatar
  • 1,726
0 votes
1 answer
891 views

Ray-Marching: Rendering a Voxel Grid with Proper Normals

Dear Computer Graphics SE, I have a RAYMARCHING renderer, that looks up voxel data from a 3D texture. Each cell in the texture can be 0 or 1. I have a very simple algorithm for calculating the signed ...
Michael Sohnen's user avatar
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0 answers
55 views

Offsetting value in shader causes unexpected/wrong logic

Let me explain what I am doing. I am trying to reduce the memory footprint of a voxel based algorithm by storing the voxel data as a hash map in an SSBO, as opposed to a 3D image. I am visualizing the ...
Makogan's user avatar
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0 votes
1 answer
214 views

Way to estimate the amount of overlap between a rectangular prism and a frustum?

I am looking for some way to estimate the amount of overlap between a rectangular prism(not axis aligned) and a frustum. The rectangular prism is probably always going to be larger than the frustum ...
Kaitlyn Emmons's user avatar
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0 answers
65 views

Calculating minimal voxel size in a mesh

I am developing a script that will determine a minimal voxel size in a mesh. My first thought was to caculate the area of given face. Another approach would be to calculate minimal line length and ...
ChrisVonBienias's user avatar
1 vote
0 answers
331 views

How to merge voxels

I'm trying to implement a voxelization algorithm. I successfully implemented cube triangle intersection test and made a basic voxel model from discrete box meshes. However I can't find any information ...
Lenny White's user avatar
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0 answers
134 views

Euclideon Unlimited Details Voxel Engine Architecture

As I understand Euclideon haven't just rendered voxels for these infamous demos, since the amount of geometry is still too large for the 2010 PC with software raytracer and the model taking whole HDD ...
Nash Gold's user avatar
  • 133
1 vote
0 answers
634 views

Compute shader only 5 times faster on the GPU than on the CPU

I'm running following compute shader in Vulkan. worldImage is device local memory that holds the world. resultImage is reference to the memory of the swapchain image: ...
Karlovsky120's user avatar
2 votes
1 answer
863 views

Regular voxel grids and RTX accelerated ray tracing

I've been looking to play with ray tracing, starting with a simplest of minecraft clones (making something more akin to cave game, for starter). I figured I'd define a voxel as a primitive and then ...
Karlovsky120's user avatar
2 votes
1 answer
347 views

Comprehensive explanation of conservative rasterization algorithm

I am trying to implement conservative voxelization as part of real time GI in my hobby rendering engine. I find this article by NVIDIA. I am stuck at understanding the second algorithm. The problem ...
kevinyu's user avatar
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2 votes
0 answers
167 views

How does Voxel Cone Tracing solve the rendering equation? [duplicate]

so I am not new to interactive graphics programming, but I wanted to try out advanced techniques. Currently I am struggling to understand how the author of the 2011 paper "Interactive Indirect ...
DaOnlyOwner's user avatar
0 votes
0 answers
174 views

Hard edges appearing in voxel cone tracing (how to remove them?)

I am generating shadows using a voxel pyramid (commonly called voxel cone, although I hate that term). Some of my shadows come as expected, however some are very strange. For example in this image: ...
Makogan's user avatar
  • 1,726
1 vote
0 answers
336 views

Voxel cone tracing artifacts (what causes them and how to solve them)?

I am trying to generate soft shadows using voxel cone tracing. Which gives me the next images: In the first image you can see an artifact of a sequence of horizontal shadows alternating with ...
Makogan's user avatar
  • 1,726
1 vote
0 answers
819 views

How exactly do soft shadows get generated using a voxel cone tracing rendering technique?

Let's assume we have voxelized a scene, and all of our materials have an opacity level of 1. The reuslt would then look like: If we raytraced the final volume that gets generated after rasterization. ...
Makogan's user avatar
  • 1,726
1 vote
0 answers
543 views

How to properly modify a ray in a raytracer to achieve camera rotation

I am trying to make a particular kind of raytracer, but there is some strange bug occurring when I attempt to rotate the camera. As you can see, there is some important distortion ocurring when the ...
Makogan's user avatar
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0 votes
0 answers
156 views

How to guarantee rasterization of triangles in a voxel representation

There are 2 problems i am trying to solve involving rasterization of geometry in 3D. The first is, my 3D texture is created with a top down viewd, so triangles that are perfectly orthogonal to the ...
Makogan's user avatar
  • 1,726
3 votes
1 answer
310 views

How to voxelize geometry using textures and shaders?

I am trying to fetch a given geometry and, through (potentially multiple) render passes, create a 3D texture that stores the color value of said geometry into an associated texel. In other words ...
Makogan's user avatar
  • 1,726
3 votes
1 answer
553 views

How to smooth out a voxel grid?

So I am facing the following issue. Say I have a minecraft like mesh (i.e I have a bunch of cubes on top of one another). I wish to smooth out this mesh in such a way that only the regions where ...
Makogan's user avatar
  • 1,726
7 votes
1 answer
4k views

How does voxel cone tracing work?

Assume that we have voxelized a 3D scene into a regular 3D grid of cubes, storing the average (diffuse) radiance and some flag indicating whether or not a voxel is empty. Next, the finer levels of the ...
Matthias's user avatar
  • 1,084
1 vote
0 answers
161 views

Can I voxelize 3D set of points without reconstructing surface first?

I have huge point cloud data I want to render them at interactive frame frate. Process I know is 1.point cloud data 2.triangulate it using delnauy or other triangulation algo 3.surface ...
PixelClear's user avatar
3 votes
0 answers
52 views

How does the depth range test in Rauwendaal & Bailey's voxelisation algorithm work?

I am trying to implement Rauwendall and Bailey's Conservative Voxelization algorithm in a compute shader (Section 7)(page 20/34). This algorithm is similar to Schwarz & Seidel's, in that it ...
sebf's user avatar
  • 163
5 votes
1 answer
549 views

Binary scene voxelization using imageStore - problem

This problem has been haunting me for some time but I was busy with other things. I can't finish my GI technique (specifically occlusion step) without solving it. I made a binary scene voxelization ...
mdkdy's user avatar
  • 2,169
3 votes
3 answers
2k views

How to determine if SceneKit can produce sufficiently 3D graphics like Minecraft?

Inspired by Minecraft and LEGOs, we created an app to promote creativity on smartphones. Many people like being creative but find a blank canvas daunting. "Recipes" inside the app let users create ...
Crashalot's user avatar
  • 181
2 votes
2 answers
1k views

How to build a triangle-voxel list from a triangle mesh?

I have been playing with voxelization for a little time, I'm still very new to this technique. I am trying to use it for ray tracing but I've been stuck with one problem. There are some codes out ...
BRabbit27's user avatar
  • 969
13 votes
1 answer
684 views

What does "6-separating" and "26-separating" voxelization mean?

I was reading this paper about Voxelpipe, a voxelization library from NVIDIA and I found on section 2 Voxelization the terms 6-separating and 26-separating I found this website that tries to explain ...
BRabbit27's user avatar
  • 969