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.
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Sparse Voxel Octree Raycasting based Game Development.
#version 410 core
layout(vertices = 4) out;
void main(void)
{
gl_TessLevelOuter[0] = 2.0;
gl_TessLevelOuter[1] = 4.0;
gl_TessLevelOuter[2] = 6.0;
gl_TessLevelOuter[3] = 8.0;
gl_TessLevelInner[0] = 8.0;
gl_TessLevelInner[1] = 8.0;
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
}
#version 410 core
layout(quads, equal_spacing, ccw) in;
//quad interpol
vec4 interpolate(in vec4 v0, in vec4 v1, in vec4 v2, in vec4 v3)
{
vec4 a = mix(v0, v1, gl_TessCoord.x);
vec4 b = mix(v3, v2, gl_TessCoord.x);
return mix(a, b, gl_TessCoord.y);
}
void main()
{
gl_Position = interpolate(
gl_in[0].gl_Position,
gl_in[1].gl_Position,
gl_in[2].gl_Position,
gl_in[3].gl_Position);
}
Here a first test of using voxel sculpting with COAT3D, created in just few hours.