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A Ray-Box Intersection Algorithm and Efficient Dynamic Voxel Rendering

139 pointsby edrocheover 6 years ago

4 comments

gavanwooleryover 6 years ago
From the paper: &quot;We use the rasterizer as a potentially-visible set optimization to iterate only over pixels for which rays might intersect a voxel, and then execute a small ray tracer in the pixel shader. That is, we “splat” billboards that give coarse visibility and compute exact visibility in a pixel shader. This works for any pinhole perspective projection, including eye rays and shadow rays, so we use it for the shadow map rendering pass as well&quot;<p>Neat - I used a similar technique [1] in the last iteration of Voxel Quest, but I only rasterized single points&#x2F;pixels then raytraced them into filled cubes (was not efficient other than on fill rate). However I did not invent the technique (I&#x27;m not sure who did, but I first got the idea from talking to Florian Boesch [2])<p>[1] <a href="https:&#x2F;&#x2F;twitter.com&#x2F;gavanw&#x2F;status&#x2F;717265068086308865" rel="nofollow">https:&#x2F;&#x2F;twitter.com&#x2F;gavanw&#x2F;status&#x2F;717265068086308865</a> [2] <a href="http:&#x2F;&#x2F;codeflow.org" rel="nofollow">http:&#x2F;&#x2F;codeflow.org</a>
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kevingaddover 6 years ago
This is more useful than it might seem because many rendering techniques are sometimes implemented using voxel representations behind the scenes, like global illumination (indirect bounced light, so light bounces off a red wall to create a pale red glow on the ground, that sort of thing), shadowing, fluids, etc. The examples of Minecraft and LEGO given are direct applications but I suspect this will improve a lot of stuff.
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dgreenspover 6 years ago
Anyone hiring engineers to implement stuff like this? That would be my dream job.
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contravariantover 6 years ago
Be sure to check out the video in the &quot;sample code&quot; supplement.
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