Voxel Ray Tracing in Unity - Part 4 - 4K at 120FPS

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Published on ● Video Link: https://www.youtube.com/watch?v=ZV6ebuh0KAc



Duration: 2:39
1,335 views
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Mostly been focussing on moving operations away from the main thread.
Main thread world generation is ~4ms
Chunk generation is ~10ms per background job
Recorded at 4K with TAA, 120FPS, I7 12700K

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







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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