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jcabeleira

DX11 Results on Voxel Cone Tracing

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if this is all realtime, then i salute you =) and i hope it works just like you want it to
volumetric rendering REALLY needs a giant boost!

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I downloaded the demo on your site, im pretty sure its the same one but I only get a black screen O.o

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This looks pretty cool!

- How are you choosing your grid bounds?
- Is the voxelization done at runtime? I assume no? ("voxelization is performed on the CPU with raytracing")
- The intersection generated by the +X ray is injected into the -X 3D texture?
- During cone trace, how are you dealing with occlusion?
- "which makes them look displaced from the scene even for glossy reflections." What does this mean? Shouldn't Eye <-> Glossy <-> Diffuse <-> Light work?

Also, is there SSAO in those screenshots?

Awesome stuff biggrin.png Edited by jameszhao00

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Any chances of gettings source code?
And does it support indirect occlusion?


- During cone trace, how are you dealing with occlusion?
[/quote]

This. Edited by MrOMGWTF

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Thanks for your replies, guys.


I downloaded the demo on your site, im pretty sure its the same one but I only get a black screen O.o


Sorry to disappoint you but the demo on my site is a bit old and doesn't include these new features. The black screen must be caused by some incompatibility with your graphics card, unfortunately the demo was only tested on an Nvidia GTX 260 so it should work well on any NVidia card above that. Also, make sure you have updated drivers.


How are you choosing your grid bounds?
- Is the voxelization done at runtime? I assume no? ("voxelization is performed on the CPU with raytracing")
- The intersection generated by the +X ray is injected into the -X 3D texture?
- During cone trace, how are you dealing with occlusion?
- "which makes them look displaced from the scene even for glossy reflections." What does this mean? Shouldn't Eye <-> Glossy <-> Diffuse <-> Light work?

Also, is there SSAO in those screenshots?


The grid is fixed at the world origin with dimensions of 30x30x30 meters.
The voxelization can be redone in runtime but it is not real-time. The raytracing takes about 1 second and inserting the points into the volumes is slow as hell taking about 8 seconds. This step is far from optimized because I'm not even using vertex buffers for rendering the points, I'm rendering them with glBegin/glEnd (shame on me, I know). EDIT: i've replaced the point injection with vertex arrays and now it is done instantaneously.
The intersection generated by the +X ray is not necessarly injected into the -X volume. The rays are cast in all 6 directions only to ensure the voxel representation of the scene has no holes. The injection into the 6 destination volumes depends only on the normal of the point which is what represents the direction of the radiance.
Occlusion is dealt by keeping track of the accumulated opacity of all the samples processed for that cone. Think of it as regular transparency blending, where each sample is a semi transparent window that partially occludes the next sample.
The reflections don't look good because the voxel representation of the scene contains only direct lighting. So, what you'll see in the reflection is the scene lit by your light sources but being completely black on the shadows.
Regarding the SSAO, yes I have it. But the cool thing about this technique is that if you use enough cones you don't even need SSAO since the technique provides that effect for free and with much more realism. Edited by jcabeleira

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Thanks for your replies, guys.

[quote name='D.V.D' timestamp='1348106382' post='4981886']
I downloaded the demo on your site, im pretty sure its the same one but I only get a black screen O.o


Sorry to disappoint you but the demo on my site is a bit old and doesn't include these new features. The black screen must be caused by some incompatibility with your graphics card, unfortunately the demo was only tested on an Nvidia GTX 260 so it should work well on any NVidia card above that. Also, make sure you have updated drivers.


How are you choosing your grid bounds?
- Is the voxelization done at runtime? I assume no? ("voxelization is performed on the CPU with raytracing")
- The intersection generated by the +X ray is injected into the -X 3D texture?
- During cone trace, how are you dealing with occlusion?
- "which makes them look displaced from the scene even for glossy reflections." What does this mean? Shouldn't Eye <-> Glossy <-> Diffuse <-> Light work?

Also, is there SSAO in those screenshots?


The grid is fixed at the world origin with dimensions of 30x30x30 meters.
The voxelization can be redone in runtime but it is not real-time. The raytracing takes about 1 second and inserting the points into the volumes is slow as hell taking about 8 seconds. This step is far from optimized because I'm not even using vertex buffers for rendering the points, I'm rendering them with glBegin/glEnd (shame on me, I know).
The intersection generated by the +X ray is not necessarly injected into the -X volume. The rays are cast in all 6 directions only to ensure the voxel representation of the scene has no holes. The injection into the 6 destination volumes depends only on the normal of the point which is what represents the direction of the radiance.
Occlusion is dealt by keeping track of the accumulated opacity of all the samples processed for that cone. Think of it as regular transparency blending, where each sample is a semi transparent window that partially occludes the next sample.
The reflections don't look good because the voxel representation of the scene contains only direct lighting. So, what you'll see in the reflection is the scene lit by your light sources but being completely black on the shadows.
Regarding the SSAO, yes I have it. But the cool thing about this technique is that if you use enough cones you don't even need SSAO since the technique provides that effect for free and with much more realism.
[/quote]

What about my question, hm?

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Any chances of gettings source code?
And does it support indirect occlusion?



What about my question, hm?


Hehe. Sorry MrOMGWTF, I must have missed your questions.
I may release the source code along with a demo in the future, but for now the source code is a bit too messy for publishing.
What do you mean by indirect occlusion?

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[quote name='MrOMGWTF' timestamp='1348120592' post='4981930']
Any chances of gettings source code?
And does it support indirect occlusion?



What about my question, hm?


Hehe. Sorry MrOMGWTF, I must have missed your questions.
I may release the source code along with a demo in the future, but for now the source code is a bit too messy for publishing.
What do you mean by indirect occlusion?
[/quote]

I mean that, there is a white wall, a green wall, and a blue wall occluding green wall. The green wall will be still illuminationg the white wall, but it shouldn't. Because the blue wall is occluding the green wall. Shouldn't you stop tracing at the first intersection you find? Also, you do cone tracing for each pixel, yeah?

@To users that -1 my post:
Let the hate flow through you. Edited by MrOMGWTF

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