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Re:High Performance Voxel Engine (2021) by pixelpoet on Saturday December 30, 2023 @01:36PM (#38817561)
I'd rather just directly raycast against a nicely compressed hierarchical representation than create horrendous amounts of triangle geometry and rasterise that. The code would be absolutely tiny, and not mostly a bunch of calls into someone else's code.

But, you know, gotta do the OpenGL / DirectX / whatever vanilla API thing... that's what graphics programming is, isn't it...

Re:High Performance Voxel Engine (2021) by pton_xd on Saturday December 30, 2023 @02:00PM (#38817862)
That's the future but raycasting currently has some major drawbacks... namely that everything looks like a noisy mess when you look around.

Curious if anyone has plotted GPU compute increases against display resolution + update frequency increases? When do the two lines cross?

Re:High Performance Voxel Engine (2021) by zooi on Saturday December 30, 2023 @08:23PM (#38820967)
I'm fairly certain that pixelpoet is referring to direct raycasting, not raytracing (light transport simulations). These aren't noisy.
Re:High Performance Voxel Engine (2021) by pixelpoet on Saturday December 30, 2023 @09:31PM (#38821238)
I got nice and downvoted for it too, serves me right.

The noisy / Monte Carlo one is path tracing (which I've been doing since age 15 or something and commercially for over a decade), and that's indeed not what I meant but I guess all the expert gfxcoders at HN have done the efficiency analysis versus rasterisation.

Meh, I always have to remind myself how bad it is here for gfx stuff, might as well have been discussing cryptocurrency...

Re:High Performance Voxel Engine (2021) by eddd-ddde on Saturday December 30, 2023 @01:46PM (#38817672)
Would you happen to have a sample / example of this technique? I'd like to explore it.
Re:High Performance Voxel Engine (2021) by pixelpoet on Saturday December 30, 2023 @01:53PM (#38817759)
It's just normal old raycasting through a voxel grid a la Amanatides and Woo: http://www.cse.yorku.ca/~amana/research/grid.pdf https://github.com/cgyurgyik/fast-voxel-traversal-algorithm/...

Casting the rays from the camera will be nice and coherent, plus you probably get much better and easier shadowing using ray casts compared to shadow maps.

Re:High Performance Voxel Engine (2021) by amoss on Sunday December 31, 2023 @05:08AM (#38822968)
How does it handle dynamic scenes? The work by the OP looked like it took an update to the VAO/VBO if the chunk changed. What's the cost of rebuilding the acceleration structure here if the scene is updated?