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Bart van Dongen

Voxel Raytracer
Features
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Pathtraced voxel scenes
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Custom octree acceleration structure
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Custom 3 level DDA acceleration structure
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Model voxelization
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Pathtraced shadows
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Pathtraced reflections
Team
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1 programmer
Tech
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DirectX 12
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C++
This voxel raytracer is a self-study project I started in my third year at Breda University. The raytracer is my first introduction to acceleration structures and compute shaders. This project is still under development, so expect improvements in quality and speed in the future.
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ray traversal methods
Octree Traversal
One of the ways I am able to traverse the voxel scenes in my renderer is through Octrees. In the project I have experimented with two different top-down octree traversal algorithms.
The first octree traversal algorithm I implemented was without following a paper. It is not used anymore, but the code can still be found on my Github.
The second octree traversal I implement was from a paper here. The first traversal method I used ended up being faster however, since it had lower memory usage. It's code can also be found on my GitHub here.
DDA Traversal
Due to the high memory usage of octrees I found them impractical to use on the GPU. The traversal method I use now is a 3 level DDA Algorithm, which works well due to it's lower memory usage and simple traversal steps. the code for this can be found on my GitHub here.


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