Im getting pretty close to finishing my voxel cone tracing unity plugin, which allows you to have completely dynamic lighting with global illumination. Heres a dumb video showing the effect. Its a bit outdated and the framerate is much lower in the video due to video capture and optimizations I have done since then. [ame="…
Good point. It looks like I cant change the title though :( Yes everything can be dynamic. The system has 1-3 128x128x128 voxel volumes that are attached to the camera, each 4x bigger than the last. The volumes keep a voxelized representation the static world as they move around. Dynamic objects that you want to be…
Exactly my point. Artists don't know what "voxel cone tracing" means and it doesn't sound particularly interesting or useful. "Dynamic global illumination" is a much better way to communicate this to us.
This is REALLY exciting. I would suggest putting "dynamic global illumination" or something similar in the title though - lots of artists who really want this feature might not know what "voxel cone tracing" means. Regardless, this video has been spreading like wildfire, and if it works like demonstrated it might be the…
Would you be able to upload a 1080p video to download? I am particularly interested in whether your camera-centred cascades produce any noticeable flickering of the scene lighting when you move around. Also, you mention about splatting the light into the voxels (which requires rendering from each light's point of view) -…
I've send you an PM regarding this. Looks great and I'd like to test it out :) Edit // To anyone who might stumble across this thread in the future: It's a dead project.
Oh sweet, nice work! Been looking at stuff like this for a long time. That is some excellent performance... though I would say how much ram does it take up? By your performance numbers I'd guess you're using a 3d volume texture rather than a sparse octree. Which means you're going to have a lot of potential difficulty with…
With standard mipmap generation there would be inconsistencies in the results from 1 position to the next, but with some tricky offsetting during the mipmap generation and lookup you can fix that. It does kind of break the last couple mipmap levels though, but thats not really a problem with multiple cascades. What i mean…
Hey, you mentioned about emissive materials - can you show an example from your implementation? I'm particularly interested in the way you filter your voxels. Here's an example of my VCT implementation in OpenGL using emissive materials. Although the quality is decent (apart from banding artifacts), when I move the…