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xyzsparetimexyzlast Tuesday at 10:31 AM3 repliesview on HN

It's really not that hard to ray trace the voxels instead of using rasterization and allows for way higher voxel counts.

https://dubiousconst282.github.io/2024/10/03/voxel-ray-traci...


Replies

jesse__last Tuesday at 3:44 PM

Hello, author here.

It's actually more efficient to do a hybrid approach, especially at high view distances. Rasterizing triangles is extremely fast, and is basically a perfect primary-ray intersection. Ethan Gore recently did some experiments with raytracing and said that for large scene volumes (his engine comfortably renders the entire 32-bit range, or 4B^3) it turns out to be faster to do raster for primary rays and raytrace shadows/GI.

ghclast Tuesday at 12:14 PM

I've always wondered why voxel engines tend to produce output that looks so blocky. I didn't realize it was a performance issue.

Still, games like "C&C: Red Alert" used voxels, but with a normal mapping that resulted in a much less blocky appearance. Are normal maps also a performance bottleneck?

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qoezlast Tuesday at 1:55 PM

It's way more performant though and looks fine so I see the reasoning why you would do rasterization instead

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