Advertisement

Voxel Cone Tracing constraints and flexibility

Started by February 07, 2018 05:58 AM
11 comments, last by Vilem Otte 6 years, 11 months ago

@Vilem Otte Nice, you can also extend that to support multiple bounces too which is quite straight forward, doing additional cone traces from every voxel.

Also voxel cone tracing have been already used by games such as Tomorrow Children on PS4, which also has some slides detailing their implementation: http://fumufumu.q-games.com/archives/Cascaded_Voxel_Cone_Tracing_final.pdf They eliminate light bleeding by using anisotropic voxels storing different radiance for different directions.
And I think the latest Tomb Raider also uses some voxel based ambient occlusion.

But for @MonterMan 's case with static lighting I agree that this is overkill and lightmaps will provide much more detail for much less performance and much easier to implement.

@turanszkij Anisotropic voxels or multiple bounces tend to be quite large performance hit for me (bleeding is close to invisible for me in most scenes I have - plus when you're actually moving in game, it is hardly notice-able ... so basically as they don't really have major impact for my scenes, I don't have any reason to waste computing power on those). The big difference compared to Tomorrow Children implementation is using shadow maps (even for voxel data).

When I want to do it correctly, I still have GPU-based unbiased bidirectional path tracer. The only downside is, that it takes up to few seconds to generate smooth image.

My current blog on programming, linux and stuff - http://gameprogrammerdiary.blogspot.com

This topic is closed to new replies.

Advertisement