Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 18 Jan 2012
Offline Last Active Jan 11 2015 08:01 AM

Posts I've Made

In Topic: Voxel cone tracing problem

07 June 2014 - 03:37 AM

Actually, I just realised you are talking about ambient occlusion; which I didn't implement using VCT because its too inaccurate.

In Topic: Voxel cone tracing problem

05 June 2014 - 07:16 AM

Can you show some screenshots of your problem?

I used dominant direction method with a single 3D texture and never had any issues with my VCT.

Attached File  giboxv3-0.png   875.38KB   14 downloads

In Topic: Voxel Cone Tracing Experiment - Part 2 Progress

21 December 2013 - 09:01 PM

Now I haven't posted for a while on my progress with this engine - that's because I've been too busy at work and have put a halt to any development. However, now I'm willing to startup again during the holidays.


My current scene is only very small and I am planning to extend it efficiently to a larger world. I want to stay away from octrees for now and cascades are out of the question due to the many artifacts that it results in.


My idea is a substitute for partially resident textures on video cards that do not support it yet. I have found that the optimal resolution is 64x64x64 voxels and that there is little difference in quality between this and 32x32x32. I want to create a grid of voxel textures in a way where the camera will be located in a 64x64x64 voxel texture which is surrounded by 32x32x32 voxel textures at every dimension. When the camera travels outside of that voxel volume, the next volume will become 64x64x64 resolution and the previous one will become 32x32x32. I'm hoping that i can trace cones into multiple voxel textures by using some sort of offset.


Has anyone tried something similar before?

In Topic: Voxel Cone Tracing Experiment - Part 2 Progress

16 November 2013 - 10:05 PM

Sounds like you hit your video cards memory limit and the drivers are now using system memory - which is also why your frame rate tanks. Task Manager only shows system memory usage, not the memory internal to the video card.


Good point. So it turns out that it was to do with my voxel visualizer that was causing the massive increase in system ram. I've turned that off and it doesn't seem to have any effect on framerate.

Looking at gpu ram, it makes sense now - 64 voxel depth (with all other resources) uses up about 750mb. This increases to 1.8gb when using 512 voxel depth.

In Topic: Arauna2 path tracer announcement

13 November 2013 - 04:00 AM

Have you or will you plan to implement any type of noise filtering? e.g. random parameter filtering looks interesting: http://www.youtube.com/watch?v=Ee51bkOlbMw

However, Sam Lapere, who's working on the Brigade engine, i'm pretty sure said that rpf doesn't really provide good results, but I would like to see some proof of that.

I think you worked on the Brigade engine as well didn't you?