It looks like you're new here. If you want to get involved, click one of these buttons!
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... ) 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
Currently reflections move a bit weird and no blurring is used to remove the noise.