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Hello, when the `next_voxel_boundary_*` is calculated and the ray is in a given direction negative, the `next_voxel_boundary` in this direction is assumed to be on the line of the coordinate of the vo…
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- identify faces/regions that exceed overhang angle
- planar surface: calculate normal for (any) one point on surface
- nonplanar surface: calculate distribution of normals on surface
- tower s…
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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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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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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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**Describe the feature request**
Allow the ray to traverse only in a quarter of the hemisphere. For example, the first quadrant of a sphere. This will eventually lead to the generalized of sectored s…
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Propagate sunlight to each voxel, so that enclosed areas are dark, voxels exposed to the sky are bright, etc. This light level could be used for various gameplay features: spawning enemies in darkness…
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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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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…