Last year I published an article in Game Engine Gems about rendering volumetric landscapes, and I recently discovered that it has been made available on Google Books. I believe it's fairly easy to read, you can have a look at it here:
http://books.google....epage&q&f=false
You can find more information and source code at http://www.thermite3d.org/
Hi PolyVox! I have been following your Thermite site and am interested in discovering more... I will post some questions in a few days. Nice to find you here!
If you target DX10/11 hardware which has enough shader power then you can just use SVO traversal algorithms. Even a naive 3DDDA grid traversal algorithm will render massive scenes. I do not recommend converting voxels to geometry. Rendering them that way is drastically slower than optimal traversal techniques since traversal techniques almost always have an increase in performance as the complexity of the scene increases. (The ray hits something sooner). I wrote this in flash's pixel bender which is basically GLSL and it ran at 60 fps easily on a 260 GTX. I had a WebGL example, but WebGL no longer supports the required shader model version for it to run. The GLSL wasn't optimal so I won't paste it, but it ran at 60 fps on my brother's 8400m card.
Oddly enough I just started writing a small example program a few weeks ago for beginners getting into voxel rendering, but I've been busy with studies. I'm just using a few lines of SlimDX and HLSL.
If you use the CPU I don't want to be "that guy", but you need to use SSE and straight assembly for the whole thing. Prefetching data and such is pretty much mandatory since:
for (int y = 0; y < 1920; ++y)
{
for (int x = 0; x < 1080; ++x)
{
// One instruction here is really 2073600 extra instructions
}
}
Note that you should probably use condition move instructions and not branch instructions wherever possible as traversal branching code is chaotic and the predictor will guess wrong a lot! In other words you must write branchless code for the whole thing. You're in luck since modern CPUs do like billions of instructions per second!
50 billion ips / (1920 * 1080 * 60) = 401 instructions!
(I'm rushed I might edit this later)
I am VERY interested in seeing your example program on how to accomplish what you are describing. I am currently rendering my voxels very similiar to the original poster, with a rigid cubic grid compression which empty space skips (not as efficient as an Octree, BUT, I am not ready to delve into the madness of raycasting through an octree!) - I am getting 7-15 fps raycasting a 320x160 window into a 256x256x128 voxel world.... faster than his, BUT, neither of us would be happy with that performance. I saw that newer hardware provides raycasting, but I have no clue as to how to access it (realizing that the hardware has like 250 tiny
simple processors - all you need to trace a ray - makes me drool).
What I decided to do, currently, is pre-render my world scenes/tiles and as well my sprites/objects in 16 rotations from a set perspective. I include the Z info so I can easily slip objects between each other for inclusion into the final scene. What this gets me is basically an Isometric engine on steriods, with 16 rotations, detailed terrain with hidden surface removal, deformable terrain, etc. Its fine for my current purposes, BUT, I would like to remove the rotation and perspective restrictions and get to full 3D with voxels - they have me totally entranced!