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matt77hias

Voxelization cracks

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Posted (edited)
On 2/18/2018 at 1:59 PM, JoeJ said:

So you do something similar that Crysis 2, which created a incomplete voxelization from screen space for GI?

Minor correction but Crysis 2 did no such voxelization.

On 2/23/2018 at 11:14 PM, JoeJ said:

Something like YUV for example

You could also try LogLUV, I've had great results using it for HDR storage.

Edited by Styves

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59 minutes ago, Styves said:

Minor correction but Crysis 2 did no such voxelization.

You could also try LogLUV, I've had great results using it for HDR storage.

I'll look it up. Recent Vulkan also supports YCbCr, so i assume there is some hardware support. But it will take months until i get to those details... :(

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On 13/3/2018 at 4:32 PM, Styves said:

You could also try LogLUV, I've had great results using it for HDR storage.

I finally used LogLuv. Works pretty good.

+ Due to floating point inaccuracies, encoding a zero RGB radiance spectrum will never be a zero LogLuv radiance spectrum. Thus no epsilons need to be added to avoid a zero LogLuv radiance spectrum. Furthermore, a uint of 0 can nicely represent the absence of voxel data.

+ LogLuv explicitly stores encodes the luminance making LogLuv (and even YXZ) more appropriate for InterlockedMax.

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When using Marching Cubes, it interpolates between two vertices where the vertex will go. The only way to get around the cracks was to sort the two vertices before interpolation. This was using float, using double didn't need it.

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