![]() Happy Buddha 1k x 2k x 1k | ![]() Landscape 40k x 1k x 40k (Base:1k^3) | ![]() Dragon 1k^3 |
Here a new demo of my engine. It uses the algorithm of Ken Silverman's Voxel Engine which is generally described in a more than 10 year old paper: A Voxel-Based, Forward Projection Algorithm for Rendering Surface and Volumetric Data. I added some modifications to the algorithm so now its running quite fast in CUDA.
The algorithm basically works by raycasting the complete scene in planes which are prependicular to the horizontal plane. Each of the planes intersects the screen as a line, which results in a non-uniform. line mapping that is required in addition to the raycasting.
The good news is, its possibe to have pretty complex scenes rendered at about 20-30 fps on a 8800 GTS - also for designers its much easier to create scenes with voxels. Its not necessary to learn polygon modeling with maya or texturing.
Another advantage of voxels is that you get a nice LOD basically for free. If you take a look at even the technologically most advanced games like Crysis, you will see that there are lots of objects popping in and out the screen due to the LOD. You wont need that in a voxel engine in case of static things.
Interesting is especially the procedural generation of game levels. I hope as there is lots of voxel research going on recently (particularly SVO) that we soon have some interesting looking games.
Fee free to download and run the demo below. (50MB)
[ - Download here - ]
Requirement is CUDA 2.1 and an NVidia 8xxx graphics card.
If you like to have different colors, take a look on the shaders folder.
Keys: esc:exit,w:forward,s:back,a:left,d:right,q,e:up/down,f:fullscreen,+/- speed up/down
For updates you can visit my voxel engine development blog
If you like Voxelstein (I included the level), take a look on the original maker's website:
http://voxelstein3d.blogspot.com
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Sven Forstmann
来自 “ ITPUB博客 ” ,链接:http://blog.itpub.net/22785983/viewspace-619766/,如需转载,请注明出处,否则将追究法律责任。
转载于:http://blog.itpub.net/22785983/viewspace-619766/
本文介绍了一种基于体素引擎的3D场景渲染方法,该方法采用CUDA加速,并能在8800GTS显卡上达到20-30fps的表现。文章详细说明了算法原理及其在游戏设计中的优势。



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