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davids91
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shocovox
Sparse Voxel Octree implementation in WGSL ( hence: shady ) with handling and utilities in Rust.
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Resolves #54 - Restructure of occupancy bitmaps
#57
davids91
closed
2 days ago
0
Rework user data handling
#56
davids91
opened
2 weeks ago
0
Redefine Occupied bits structure in Spinach release
#55
davids91
opened
3 weeks ago
0
Redefine Occupied bit structure
#54
davids91
closed
2 days ago
0
Eliminated unnecessary mappings with Lookup tables
#53
davids91
closed
3 weeks ago
0
Resolves #29 - Implemented handling of homogeneous nodes
#52
davids91
closed
2 weeks ago
0
Resolves #45 - implementation of GPU cache
#51
davids91
opened
1 month ago
0
Separate shader into separate files representative of project structure
#50
davids91
opened
2 months ago
0
Add safety watchdogs to loops inside GPU to avoid infinite loops and oh-so-much-fun crashes
#49
davids91
closed
2 weeks ago
0
Push-down optimization
#48
davids91
opened
2 months ago
0
Minimizing stack as low as possible to reduce register pressure on GPU
#47
davids91
closed
2 months ago
0
Saving + Loading Octrees doesn't work when DIM > 1
#46
davids91
closed
3 months ago
0
Implement GPU cache for Octree
#45
davids91
opened
3 months ago
0
Resolves #30 - Initial implementation of model import from Magica_voxel format
#44
davids91
closed
2 months ago
1
Resolves #41 - Implementation of a raw wgpu pipeline
#43
davids91
closed
1 month ago
1
Merged in relevant changes from #36, additional updates
#42
davids91
closed
3 months ago
0
Implement raw wgpu based rendering pipeline
#41
davids91
opened
4 months ago
2
Update performance benchmarks to have data for DIM 1, 4, 8,16, 32, 64
#40
davids91
opened
4 months ago
0
Object pool to handle arbitrary sized partitions; Voxelement buffer to be handled by it
#39
davids91
closed
3 months ago
1
Update CI pipeline
#38
davids91
opened
4 months ago
0
Update bevy module to use raw wgpu pipeline
#37
davids91
closed
1 month ago
1
Resolves #41 - Implementation of a raw wgpu pipeline
#36
davids91
closed
3 months ago
1
Data redundancy
#35
davids91
closed
3 months ago
1
Optimizations
#34
davids91
closed
4 months ago
0
Make `ShocoVoxViewingGlass` more ergonomic
#33
davids91
opened
4 months ago
0
minor changes, renames
#32
davids91
closed
4 months ago
0
Resolves #20 - Migrated GPU implementation from fragment shader to compute shaders
#31
davids91
closed
4 months ago
1
Import Voxel Landscape Model and display it
#30
davids91
closed
2 months ago
0
Implement Homogenous Nodes
#29
davids91
closed
2 weeks ago
0
Implement Voxel Mip-map
#28
davids91
opened
5 months ago
0
Experiment with AVI-like compression
#27
davids91
opened
5 months ago
0
Support Godot Engine
#26
davids91
opened
5 months ago
0
Feature/type safe albedo
#25
nerdachse
closed
4 months ago
2
Resolves #21 - Octree Occupancy bitmasks
#24
davids91
closed
5 months ago
1
Investigate HDDA
#23
davids91
opened
5 months ago
0
Reduced jumping between depths during raymarching iteration
#22
davids91
closed
5 months ago
0
Implement occupancy bitmask for nodes
#21
davids91
closed
5 months ago
0
Migrate shaders from fragment shader to compute shader
#20
davids91
closed
4 months ago
0
Add a println-statement in case one forgot to enable "bevy_wgpu" feature
#19
nerdachse
closed
5 months ago
1
Add per-brick normals
#18
davids91
opened
5 months ago
0
Implement beam hit optimization for GPU
#17
davids91
opened
5 months ago
1
Resolves #15 - Initial implementation of DDA algorithm to traverse sibling nodes
#16
davids91
closed
5 months ago
0
Implement DDA For optimal Raymarching
#15
davids91
closed
5 months ago
0
Update Cargo.toml to avoid build issues in gh actions
#14
davids91
closed
6 months ago
0
Re-enable serialization after #10 (Matrix Nodes)
#13
davids91
opened
6 months ago
1
Resolves #10 - Handling Matrix values in Nodes
#12
davids91
closed
6 months ago
0
Experiment with N-tree instead of Octree
#11
davids91
opened
6 months ago
0
Make Nodes able to handle a matrix of voxels instead of a single voxel
#10
davids91
closed
6 months ago
0
How to make voxels smaller?
#9
Froidoh
closed
6 months ago
9
Investigate performance impact of passing by reference in wgsl shaders
#8
davids91
closed
5 months ago
1
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