Project in High Performance Computer Graphics (3rd place) at LTH by Theodor Lundqvist, Jiuming Zeng and Jintao Yu.
Video: https://youtu.be/21KFuvCqHIU (10000+ views)
Paper: Parallax Voxel Ray Marcher.pdf
Some personal notes:
- FVTA Algorithm: Efficient voxel traversal algorithm for ray casting through a grid.
Paper (Amanatides & Woo)
- Convert mesh models into voxel grids:
- Teardown-style voxel rendering:
- Parallax voxel raymarching:
- Distance fields:
- Fast on GPU but can still be slower than grid-based methods
- YouTube: Distance Fields Explained
- Highly optimized voxel engine supporting dynamic updates and intersections:
- Depth Handling in Voxel Rendering:
- Early depth test must be disabled when depth is modified in the fragment shader.
- Use the
conservative_depthextension:- OpenGL: Conservative Depth
- Shader declaration example:
layout (depth_less) out float gl_FragDepth;
- This declares that fragments will always move closer than their original depth (e.g. when rendering backfaces).
- Impressive real-time voxel rendering:



