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mitchellhansen c4dc0859a8
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4 years ago
assets Added new screenshots to show off imgui. As well as a quick delve into the blinn function to add the inverse square law 7 years ago
config Did this work? 7 years ago
include More bugfixing on the negative ray directions. Again having the forgetful while loop 6 years ago
kernels More bugfixing on the negative ray directions. Again having the forgetful while loop 6 years ago
notes Hunting down some bugs and verfiying correct oct-tree traversal, not quite there yet but close 7 years ago
shaders Got some geometry up and rotating. It will be pretty trivial to pass in 8 years ago
src More bugfixing on the negative ray directions. Again having the forgetful while loop 6 years ago
.editorconfig Adding editorconfig 6 years ago
.gitignore Added a quick printout of the hardware info. Running into a problem choosing between platforms, going to abstract CL out into it's own class and hide all that logic 8 years ago
CMakeLists.txt Debugging of a mouse polling issue, refactored the graph thing and finished tweaking it, added a few profiles to the graph, so pretty 6 years ago
FindEGL.cmake Added EGL linking and useage for the linux cl_khr_gl_sharing 7 years ago
FindSFML.cmake Added a quick printout of the hardware info. Running into a problem choosing between platforms, going to abstract CL out into it's own class and hide all that logic 8 years ago
LICENSE Create LICENSE 7 years ago
README.md . 4 years ago

README.md

About

This project is an implementation of an experimental "from scratch" volumetric rendering engine. Using OpenCL this program is able to hardware accelerate Woo's Fast Voxel Traversal Algorithm which traverses through a Sparse Voxel Octree as described by Laine et al. Light is simulated using the Blinn-Phong shading model along with a recursive ray tracer style of shadow tracing. Individual voxels are also textured using a user provided texture atlas and voxel data.

Build

In order to build this project you must have Cmake, GLEW, SFML, and the OpenCL development libraries installed / downloaded. You're also going to need OpenCL compatable hardware that supports the cl_khr_gl_sharing extension. This project has, at some point, run on all three platforms: Windows (VS2017), Linux, and macOS. With a little bit of elbow grease it should still be able to compile and run on all these platforms.

Due to the depreciation of the OpenCL and OpenGL API's on macOS 10.14+ I will be removing mac support

  • Note on GLEW: macOS takes care of most of the "extension wrangling" so GLEW is not required when compiling for macOS

  • Note on cl_khr_gl_sharing: The cl_khr_gl_sharing extension, or cl_APPLE_gl_sharing for macOS, is only supported on certain hardware. Further, cl_khr_gl_sharing is not supported on intel CPU's running linux. You might be able to install and use beignet to get around this. The program will warn you if your CL device doesn't support this extension.

Screenshots

Video demo:

Video demo

Screenshots: