![](http://2.bp.blogspot.com/-uwNSDHku4Rw/UDm2wJS1bqI/AAAAAAAACSE/shz-52DnJEQ/s320/Clipboard02.png)
Samstag, 25. August 2012
Blending two Voxel Scenes
Here a experiment to apply blendshapes to a voxel scene. Its much slower, still runs at interactive framerates (20-30). The video lags as the framecapture@1024x768 took quite a lot of CPU time.
![](//2.bp.blogspot.com/-uwNSDHku4Rw/UDm2wJS1bqI/AAAAAAAACSE/shz-52DnJEQ/s320/Clipboard02.png)
![](http://2.bp.blogspot.com/-uwNSDHku4Rw/UDm2wJS1bqI/AAAAAAAACSE/shz-52DnJEQ/s320/Clipboard02.png)
OpenCL Voxel Octree Raycasting
![](http://1.bp.blogspot.com/-vPgVL421LGw/UDmnNF89S6I/AAAAAAAACRw/2_9JeT8j-sQ/s320/Clipboard01.png)
Each method has its advantages though. While octree raycasting works better for static objects, splatting is better for dynamic scenes.
Freitag, 17. August 2012
OpenCL Voxel Splatting 2.000.000.000 points/s
Resolution:1024x768 Voxel Field: 20.000 x 20.000 x 1024 Voxels, Framerate: 30-40 Fps, LOD and Frustrum Culling are used. Dataset: 5.4M points / instance at highest resolution , 6.9M including all levels of detail.
Download : Link1 Link2
Samstag, 21. Juli 2012
Voxel Splatting using OpenGL & Shaders
This screenshot shows a first test of using OpenGL
and the Geometry Shader as well as LOD to render
a voxel scene.
Specs:
* 4 bytes / voxel
* ~40 fps for the scene on the left
* LOD support
* Per voxel frustrum culling
Main bottleneck seems to be the triangle setup after the Geometry shader. As for the memory consumption,
4 bytes / voxel is more than RLE ( 3.5 ) and less than the previous posted octree method ( 6.8 )
Donnerstag, 19. Januar 2012
Procedural Geometry Maps & Tessellation Shaders
In this sample, terrains and objects are created using procedural geometry maps as input for the tessellation shader. For windows in procedural buildings, hole generation is supported.
Features
• Geometry-Map based Procedural Geometry
• Dynamic Tesselation via Tesselation Shaders
• Procedural Holes / Extrusions
Performance
~ 48 FPS @ 1024x768 (no object culling)
~ 140 FPS @ 1024x768 (with object culling)
Used Hardware: Nvidia 560 Ti
General Scene
With carved holes Wireframe
Features
• Geometry-Map based Procedural Geometry
• Dynamic Tesselation via Tesselation Shaders
• Procedural Holes / Extrusions
Performance
~ 48 FPS @ 1024x768 (no object culling)
~ 140 FPS @ 1024x768 (with object culling)
Used Hardware: Nvidia 560 Ti
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