From 29f7ab2037029369d60b72d65951d75edc001368 Mon Sep 17 00:00:00 2001 From: Mitchell Date: Fri, 17 Mar 2017 16:57:33 -0700 Subject: [PATCH 1/4] Update README.md --- README.md | 16 +++++++++------- 1 file changed, 9 insertions(+), 7 deletions(-) diff --git a/README.md b/README.md index 0f0b760..c352581 100644 --- a/README.md +++ b/README.md @@ -1,19 +1,21 @@ +# About + +This project is an implementation of an experimental 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. The VS2015 build is working, Linux compiles but I don't have hardware that works, and Mac should compile and run, but I don't have access to a Mac. 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. -Featuring... - -* Efficient Sparse Voxel Octrees, Laine et al. -* A fast voxel traversal algorithm for ray tracing, Woo et al. -* Blinn-Phong lighting -* Shadowing -* Textures +# Screenshots Video demo: + [![Video demo](http://img.youtube.com/vi/DHcg2ZKend0/0.jpg)](http://www.youtube.com/watch?v=DHcg2ZKend0) Screenshots: + ![alt tag](https://github.com/MitchellHansen/voxel-raycaster/blob/master/assets/screenshot1.png) ![alt tag](https://github.com/MitchellHansen/voxel-raycaster/blob/master/assets/screenshot.PNG) From 0b3b1660ff6e2028fc681b7690e812160a3a2fb5 Mon Sep 17 00:00:00 2001 From: Mitchell Date: Fri, 17 Mar 2017 17:00:23 -0700 Subject: [PATCH 2/4] Update README.md --- README.md | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/README.md b/README.md index c352581..b56fa7b 100644 --- a/README.md +++ b/README.md @@ -7,7 +7,9 @@ This project is an implementation of an experimental volumetric rendering engine 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. The VS2015 build is working, Linux compiles but I don't have hardware that works, and Mac should compile and run, but I don't have access to a Mac. -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. +* 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 From 115f624d1c8c9eba69ad3437fd74a3e97c8ba7b5 Mon Sep 17 00:00:00 2001 From: Mitchell Date: Fri, 17 Mar 2017 17:01:45 -0700 Subject: [PATCH 3/4] Update README.md --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index b56fa7b..6a0959b 100644 --- a/README.md +++ b/README.md @@ -1,7 +1,7 @@ # About -This project is an implementation of an experimental 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. +This project is an implementation of a "from scratch" experimental 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 From 86cc0886098268d91c7364a258ba89e156937570 Mon Sep 17 00:00:00 2001 From: Mitchell Date: Fri, 17 Mar 2017 17:02:03 -0700 Subject: [PATCH 4/4] Update README.md --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index 6a0959b..59d60b2 100644 --- a/README.md +++ b/README.md @@ -1,7 +1,7 @@ # About -This project is an implementation of a "from scratch" experimental 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. +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