Sunday, May 6, 2012

Block-Edge Issues Sorted

I've worked out all of the block edge related issues. Most of it was solved by the neighbour border copy method, and the remaining ones were fixed by carrying over the step remainder between block rays. The artefacts visible at the moment are because of the crude method I'm converting the dragon, and also his very low resolution. I'm currently sampling him in a virtual block of 2563 voxels, while he's natively closer to 20003 voxels. I've also implemented proper camera transformation, so now you can move around the dragon and view it from any angle. Next on with the lighting...

Wednesday, May 2, 2012

First recognisable images out of the Voxel engine

Merrily hacking away after reading Cyril Crassin's thesis and finally have my first screenshot that looks like something. This is coded in C and GLSL only so far. It's a sparse oct-tree voxel based volume raycasting routine. It *really* hammers the GPU, but amazingly at 1024x768 this pulls somewhere over 20fps on my Nvidia GT520. At 1920x1200 it runs around 5fps. Considering this is the first version I'm rather pleased with myself. I've got it building on Windows and Linux.