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Disclaimer: This is just me learning computer graphics.

Pathie

This is some kind of tracing project with voxels, I'm not sure what the current status is and I can't guarantee it'll run. Some versions work with tracing from every pixels (old v's) and new ones will have some kind of empty space skipping with standard graphics pipeline. This means i approximate octree to a certain depth with vertices and the render polygons, from which I start tracing. Look into douglas's Parallax marching, it's a really intersting technique.

Implemented

  • vulkan interface
  • render pipeline
    • pretty sure, graphics is in use, compute pipeline also exists
    • older releases have a compute pipeline and some also graphics, I couldn't decide whether to use
  • basic octree data structure, bitwise storage, properties of voxels are store in u32's
  • so the octree is just a least of u32's which is more mem efficient and better to align
  • a lot of optimizations
  • octree to texture, I'm not so sure if it is a 2d or 3d
  • sdf generation with jump flooding
  • different tracing algorithms for different structures
  • octree traversal from abje (i think it was his name) from shadertoy