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I see a lot of these fast voxel traversal algorithms. A lot of them have divide by zero problems.
For example:
function getHelpers(cellSize, pos, dir)
local tile = math.floor(pos / cellSize) +…
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Maybe useful: Very fast Ray-Box Intersection Algorithm
> it is suitable for fully dynamic scenes in which every voxel potentially changes every frame. These improvements can enable a dramatic incr…
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Below MatLab profile report for the two main functions. It is very clear that the ray tracing through the volume and associated computations are by far the most significant target for our optimization…
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In our current voxel implementation, frame rates can be low (~20 FPS) when rendering a large voxel dataset in a full-screen view.
We know that the fragment shader is the bottleneck, because:
- A D…
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這是我之前寫的
https://github.com/palapapa/olcfps
這是執行的影片
https://youtu.be/XEoFc10kOSQ
我剛剛才發現我沒有用到tan,只有sin和cos,但我的方法很原始,只是每次前進0.1單位然後看有沒有在牆裡面,所以射線有可能穿過牆的邊邊但沒偵測到,更好的方法是使用Amanatides and Woo的Fast Voxel Travers…
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Will check if a given node is visible from another given node.
``` lua
-- Returns true if nodeB is visible from nodeA or vice versa
-- allowDiagonal will depend on the number of allowed directions wh…
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I am seeing rather large discrepancies between the slice render and the volumetric renderer for the smoke_test.fds, and when enabling the GPU with adaptive integration it seems to be broken on my end …
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I know this is planned, but I have an idea on how to do this that I like to share, although I haven't managed to implement it myself.
A cheap trick I found to work with marching cubes is skirts.
I…
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The recent commits have started work on volume rendering, using the shader in bis_3dvolrenutils.js
While volume rendering can be done with WebGL1, the 3D textures of WebGL2 make this much more effi…