Drawing MILLIONS of voxels on an integrated GPU with parallax ray marching [Voxel Devlog #4]

Drawing MILLIONS of voxels on an integrated GPU with parallax ray marching [Voxel Devlog #4]

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Drawing MILLIONS of voxels on an integrated GPU with parallax ray marching [Voxel Devlog #4]
Over the course of this video, I describe a technique I've developed called parallax ray marching that can be utilized to draw detailed voxel volumes on integrated graphics hardware. Parallax ray marching sidesteps the overhead incurred from generating and processing the large numbers of triangles typically needed to render voxels. This is accomplished by perspective-aware ray marching in the fragment shader that adds additional details to cheap bounding boxes. I discuss the benefits and drawbacks of the approach, and in addition describe my vision for the engine's future. Music used in the video: Peyruis - Swing Chase - Deep thinking music AdhesiveWombat - 8 Bit Adventure