Sparse Voxel Octree Ray Tracing in Unity - Part 3 - LOD System

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Published on ● Video Link: https://www.youtube.com/watch?v=nMeIqkWqBu4



Minecraft
Game:
Minecraft (2011)
Duration: 1:05
3,241 views
73


This took a while
- Stylized terrain of rounded cubes, solid perlin/simplex noise simply was not fast enough for terrain generation, 1 chunk is 262,144 voxels.
- LOD System added which combines surrounding chunks into bigger chunks, this allows for a larger render distance
- Can now hold 4,294,967,296 voxels in memory

Features:
- Modifyable Sparse Octrees that store the data
- Uses Compute Shaders that traces through the sparse octrees
- Renders to GBuffers and depth buffer for post processing, can be combined with regular meshes
- Early Z-Testing and Front to Back sorting
- Collision detection
- Infinite terrain generation with noise
- Raycasting on voxels (painting / adding / removing)
- A vizualizer to see the amount of steps each pixel takes
- Uses a seed for generation and serializes changes to a save folder
- Job System / Burst compiler for sorting / generating / loading

Music from FreePD







Tags:
Sparse Voxel Octree
SVO
Sparse Voxel Octree Unity
SVO Unity
SVO Rendering
Compute Shader
Compute Shader Unity
Burst Compiler
Unity Job System
Unity Voxel Game
Unity Voxel Rendering
Unity Ray Tracing
SVO Ray Tracing
Voxel Ray Tracing
voxel collision
voxel physics
voxel terrain
lod system



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