Advertisement Jump to content
Sign in to follow this  

Fast Scene Voxelization qns

This topic is 4482 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi guys! I was wondering if the near and far depth maps given in the Fast Scene Voxelization paper are done by culling back and front faces respectively during rendering from the light source? This should be similar for bounding volume geometry too i suppose? I wonder how did they manage to keep the fragments that were to be discard by the hardware on default? I also wonder how the cellmask texture is precomputed. Anyone has done something like this before? Would be greatly appreciated if you could share your insights. Thx! Edwin [Edited by - edwinnie on October 15, 2006 2:58:12 AM]

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using, you agree to our community Guidelines, Terms of Use, and Privacy Policy. is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!