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lisyarus.github.io | ||
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c0de517e.com
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| | | | | Angelo Pesce's homepage & blog on computers, graphics and other things. | |
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procworld.blogspot.com
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| | | | | Voxels are just a way to store 3D data. Somehow they need to be visualized.At this point you have two avenues: use volumetric rendering, or... | |
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cprimozic.net
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| | | | | A summary of the process I used to generate 3D meshes that wrap around the surface of other 3D meshes using path tessellation and geodesic walking | |
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wickedengine.net
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| | | [AI summary] This article discusses the implementation of voxel-based global illumination (VXGI) techniques, including voxel cone tracing, conservative rasterization, and optimization strategies. It covers challenges like handling extra voxels, normal compression, and the use of interlocked max for updating voxel data. The article also addresses questions about global illumination in indoor scenes, the role of light probes, and the limitations of image-based lighting. Additionally, it touches on the integration of VXGI with shadow mapping and the importance of optimization for performance on various hardware. The discussion includes insights from readers and practical considerations for implementing these techniques in game engines. | ||