I'm using "unlimited bounces" via a feedback loop (i.e. revoxelizing the scene each frame and re-injecting the indirect+direct color values into the same 3D texture). It's very difficult to see due to the low-quality of the cone-traced refraction, but technically you can have multiple refractions through several different…
I have implemented my own version of this technique: The shadows are also cone traced, which I still need to fix up the artifacts (I think it may be to do with using surface voxelization instead of solid - to avoid self-shadowing artifacts I had to skip the base mip in the cone trace). No octrees are used yet, the entire…
Ok so I was thinking about voxel cone-tracing for GI, especially now that UE4 is implementing a version of it, and have a few inquires as well as misgivings that I hope can be cleared up. Foremost, is using the averaged, lower-res voxel level really a way to describe diffuse lighting properly? How does the approach take…
So I've just updated my voxel cone tracing engine. Please check out my video below: [ame=" https://www.youtube.com/watch?v=2UfSw_Fipuc"]Voxel Cone Tracing Experiment 2 - YouTube[/ame]
http://nvidia.fullviewmedia.com/gtc2012/0515-B-S0610.html many cones approximate a hemisphere, you can sample more than one cone. And you do have the normal information as well to do weighting of your own normal and the sender's normal. It's of course an approximation, and not like tracing tons of rays, but since diffuse…
Is there anywhere, anything that's available right now to play around with voxel cone tracing stuff? ( sorry if I missed the post with that info in it )
There is a playable demo here: http://www.altdevblogaday.com/2013/0...-cone-tracing/ Though I don't think you can drop your own assets in, maybe play around in the source content and mod it?
That's cryengine 3. That's what the Illfonic guys were up to for the last several months. It's basically a benchmark for AMD cards, as well as a reboot of the Ruby character, if you will. It doesn't having anything to do with voxels. Here's some bootleg-ass GDC slides about the making of this benchmark.…
Every vct example I have seen varies quite a bit. Although I do believe that each one seems to use a slightly different methodology. With my engine, I did have to add some "fudge" factors to tweak it to looking as good as I can make it. Compared to a path-traced scene, it does differ significantly. In terms of performance,…
if you want to go "all in" you can read Cyril's PhD thesis http://maverick.inria.fr/Publications/2011/Cra11/CCrassinThesis_EN_Web.pdf or other papers on the topic from him http://maverick.inria.fr/Membres/Cyril.Crassin/index.html