Volumetric rendering with octree ray marching

Описание к видео Volumetric rendering with octree ray marching

This video showcases volumetric rendering using OpenGL compute shaders. I convert a given mesh with PBR materials into a sparse voxel octree which is then used to perform volumetric rendering. The voxels are linearly interpolated to achieve a smooth rendering. Everything is computed on the GPU. The octree is built by computing the signed distance to the mesh. The voxels are initialized by sampling the textures of the mesh at the closest surface point.
The octree has up to 11 levels in the video, which makes up a 2048^3 voxel volume, though only a small fraction are actually allocated.
Each voxel contains 9 scalars: opacity, albedo, roughness, metalness and normal vector, which are all used during volumetric rendering.

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