Thursday, August 30, 2012

Instance Test

Just a quick test of the instancing capabilities. In this test there are 1,323 Imrod Models SVODepth(11). Only one copy of the octree resides in GPU memory taking 75 MB; the rest are instanced but have there own lighting.



480x400 ~ 4-25 fps  -  (~2.2 billion) Visible Voxels
2x GTX 680

It runs slow as I have yet to optimize the scene octree and there are a few other bottlenecks I am working on.

Here is a 1280x720 render at 20+ fps of a single model:


Tuesday, August 21, 2012

Instancing and Shadows



800x600 ~30 fps - SVODepth(11/8) ~ 50 Million visible voxels
2x GTX 680

This is a low resolution render of a scene that utilizes instancing of only two octree models. I am now in the process of developing an octree based scene graph data structure. This scene graph octree will reduce overall overdraw and speed up rendering substantially.


Wednesday, August 8, 2012

Better Shading

Fixed the shading and added spherical environment mapped specular reflections.


800x600 ~50 fps - SVODepth(11) ~ 2 Million visible voxels
1x GTX 680

My next goal is to implement some sort of contour mapping per voxel, so that even at a lower subdivision level it will still look as detailed as this example.