How about spheres as voxels?

Screenshot from 2013-07-07 22:06:12
I did a litte bit of research and it kept me wondering.. how about using spheres for voxels representation this time?
Lets try it out and see how much the GPU can take.

Grid of 10^3 Spheres – there is no acceleration architecture implemented yet – Octree for spheres? that feels odd..

Oh, btw. That’s raytraced.. so far quite interactive.

It uses OpenCL on Radeon 5700 HD – only primary rays so far on ambient material. Give it some time.

[Edit: 08-Jul-2013]

Screenshot from 2013-07-08 21:15:59

Simple directional light lighting system implemented.

Screenshot from 2013-07-08 23:05:21

Secondary bounces in place (depth of bounces set to two) – little bit of hackery had to be done since there is problem with recursion in OpenCL.

Screenshot from 2013-07-08 23:09:12

Every third sphere is ambient.


Bachelor of Science

2012-06-23 10.04.45

So I made it – First Class Honours gained, The Lawrence Ho Student Prize for the best game technology related project has been won; now get back on my voxel thing 🙂

Luke M. Iwanski B.Sc. (hons)

Power of well balanced octree

300 FPS when moves - Insane!

Small memory leak was driving me crazy; Debugging process was taking ages.. bored, frustrated and tired decided to play about with octrees depth and minimal/maximal number of elements in leaf.. Amazed by 300FPS discovered the stupid mistake of creating VBO each time the leaf is regenerated. Instant win; fix of memory leak and 10 times greater performance.

Who said that the mistakes are stupid?