Voxel Engine - Part 3 - Ambient Occlusion & Colors
I have finished implementing screen space ambient occlusion which enhanced the look of the final rendering result:
I’ve also been playing with adding colors to the voxels:
Right now the engine is very CPU intensive and I’m trying to move the workload to the GPU. One of my main concerns with the current system is that adding voxels that emit light seems impossible. I’m trying to implement a basic voxel raytracer/pathtracer which should make this easier and simplify and the whole rendering process. I’ll also start moving the code from OpenGL to Vulkan so that I can do better multithreading.
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