Visibility Jam. July 19-21, 2024. Happening now.
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Dapper Core
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Shadows in my voxel raytracer. Bit hard to have a sense of scale since there's nothing in the scene, but each colored block is 1 cubic meter. :giggline:

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Optimized this algorithm by iterating in a spiral pattern rather than linearly. This removes the data dependencies the reference implementation had on every iteration and brought the time it takes to solve a 201^2 grid from 0.13724713ms down to 0.02504632ms!

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https://towardsdatascience.com/a-quick-and-clear-look-at-grid-based-visibility-bf63769fbc78
Ported the above visibility algorithm to C++, works really well! Really like how it captures the "penumbra"

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nothing says "indie block game" like "unfiltered single octave simplex noise" :smugdance:

With the power of raytracing, I'm rendering 256 chunk(8192 x 1024 x 8192 world) render distance at 500+fps on my 7900xtx

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redid my voxel pathtracer to serve as a reference to compare to realtime GI solutions. Neat image I got when I forgot to attenuate the light based on distance included as well :thumbeline:

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:catpop:
voxel terrain is now generated on the cpu and uploaded to the gpu in a neat datastructure. There is no duplicate data here, every block takes up a unique region in memory. Takes about 2 seconds to generate 8196 x 8196 x 8 voxels, gotta get it much faster for it to be reasonable in real time

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Added shadows to my multi-level 3dda voxel raytracing :catpog:
https://www.shadertoy.com/view/Mc3SRB

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Put my multi-level voxel rendering stuff on shadertoy :catpog:
https://www.shadertoy.com/view/lfyGRW

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Finally implemented brickmaps, 4096 block render distance running at a cinematic 1000-5000fps at 1440p on a 7900 xtx :oomfiePlane:

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Fixed the DDA voxel shadertoy so that it doesn't explode if you look at it in certain angles(Before vs After) :catpog:

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Checkered rendering works quite well with the heuristic of "If all 4 neighboring texels are the same, assume this texel is the same. Otherwise do a raytrace". Offers a modest 20-50% performance gain

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Because everything's an AABB, I can get pretty much perfect edge detection by hashing the block and face id, and then take more samples at the edges for some solid AA

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:elmofire: rendering a bit over Minecraft's 32 chunk render distance (512 x 512 x 408) voxels at a cinematic 20fps on a 5800x

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