I have succesfully implemented some ambient occlusion with voxel cone tracing. It is a very simple implementation, that renders the scene in 6 directions to separate 3D textures.
To improve performance, I wanted to switch to the single-pass voxelization method. The voxelization works and I get better performance. However, if I want to cone trace my ambient occlusion I now get very ugly self-intersection artifacts everywhere. This is because every cone now starts looking for intersections in 1 single 3D texture that comprises the entire scene. How do I avoid these artifacts? Anyone had this problem with VCT before?
PS: I have tried an offset in the surface normal direction to start tracing in the shader, which somewhat improves the situation but doesn't eliminate the artifacts completely. Unless I set it to a huge distance ofcourse, but then my shadows start disappearing.
Thanks for any suggestions,
Edited by godmodder, 29 May 2014 - 09:40 AM.