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Update- Global Illumination

in General Posts: 99

Here is an update! I have implemented anisotropic voxels (6 directions) and added emissive materials and reflections.
The scene is still static (geometry-voxelization in real time requires a geometry-shader or compute-shader, and they have computers with excellent hardware... :neutral: ) but I have a solution that might just work! The plan is to create a signed distance field, it gives some advantages:
+ Voxelization is just a single function call, in a shader
+ Unlimited detail
+ Normals are computed via a simple function
+ Memory-friendly, no vertices needed

  • Might be slow to trace

Currently reflections move a bit weird and no blurring is used to remove the noise.


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