There are several use cases of a voxel data structure. One interesting application is using it to calculate global illumination. There are a couple of techniques for that, too. I have chosen the voxel cone tracing approach, because I found it the most flexible one for dynamic scenes, but CryEngine for example, uses Light propagation volumes instead with a sparse voxel octree which has smaller memory footprint. The cone tracing technique works best with a regular voxel grid because we perform ray-marching against the data like with screen space reflections for example. A regular voxel grid consumes more memory, but it is faster to create (voxelize), and more cache efficient to traverse (ray-march).
TLDR: If your only platform to support is a recent AMD GPU, or console, then yes. 🙂
I am working on a “game engine” nowadays but mainly focusing on the rendering aspect. I wanted to get rid of some APIs lately in my graphics wrapper to be more easier to use, because I just hate the excessive amount of state setup (I am using DirectX 11 like rendering commands). Looking at the current code, my observation is that there are many of those ugly vertex buffer and input layout management pieces that just feel so unnecessary when there are so flexible memory management operations available to the shader developers nowadays.
If you want to implement MSAA (multisampled antialiasing) rendering, you need to render into multismpled render targets. When you want to read an anti aliased rendertarget as a shader resource, first you need to resolve it. Resolving means copying it to a non multisampled texture and averaging the subsamples (in D3D11 it is performed by calling ResolveSubresource on the device context). You can quickly find out, that it doesn’t work that way for a depthbuffer.
Very often, I need to draw simple geometries, like cubes, and I want to do the minimal amount of graphics state setup. With this technique, you don’t have to set up a vertex buffer or input layout, which means, we don’t have to write the boilerplate resource creation code for them, and don’t have to call the binding code, which also lightens the API overhead.
This is a historical feature from the Wicked Engine, meaning it was implemented a few years ago, but at the time it was a big step for me.
I wanted to implement simple textured lens flares but at the time all I could find was by using occlusion queries to determine if a lens flare should be visible or not. A simpler solution was needed for me. At the time I was already using the geometry shader for billboard particles, so I wanted to make further use of them here. I also wanted it to smoothly transition from fully visible, to invisible, withouth it popping when the light source goes behind an occluder. It is also my first blog post so I wanted to start with something simple.
This is a blog containing development insight to my game engine, Wicked Engine. Feel free to rip off any code, example, techinque from here, as you could also do it from the open source engine itself: https://github.com/turanszkij/WickedEngine
I want to post info from historical features as well as new ones. I try to select the ones which are sparsely blogged on the web or just feel like sharing it. I don’t intend to write complete tutorials, but sharing ideas instead, while providing minimalistic code samples.