Slides for a talk I gave in October 2013 at Chaos Group's CG2 seminar in Sofia. Brief information about the state of Volume rendering for games and details about the TransVoxel algorithm by Eric Lengyel.
4. Who am I
Stoyan Nikolov
stoyan@coherent-labs.com
@stoyannk
Co-Founder & Tech lead @ Coherent Labs
Senior Graphics dev @ Masthead Studios
Senior dev @ Eutelia
5. Overview
Why use Volume rendering at all?
What is Volume rendering?
Types of Volume rendering techniques
Practical (today) rendering techniques
11. Direct rendering in RT
•
•
•
•
Ray-marching distance fields
Gigavoxel
Sparse voxel octrees (SVO)
SVO for Global Illumination
slisesix demo by rgba
Unreal Engine 4 by Epic Games
12. Indirect rendering for RT
•
•
•
Create a polygon mesh
GPUs are designed for polygons
Other subsystems usually expect polygons
14. Realtime requirements
•
We want to support very large meshes
•
Level of Detail (LOD) required
•
Difficult with MC
•
Transvoxel designed to solve this
15. Transvoxel
•
Outline in Eric Lengyel’s PhD thesis
•
Designed for RT applications
•
Originally implemented in C4 Engine