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Ray Tracing Voxels :: Teardown General Discussions

    https://steamcommunity.com/app/1167630/discussions/0/2264689848054356842/
    Regarding hardware acceleration, well there is no real hardware acceleration. Seems voxels are mostly or fully compute based, there are no dedicated transistors like with ray tracing cores. I'm not under the impression that voxels are much more or at all faster than triangles. At least not with future engines that make full use of Turing grade GPUs.

Regular voxel grids and RTX accelerated ray tracing

    https://computergraphics.stackexchange.com/questions/9025/regular-voxel-grids-and-rtx-accelerated-ray-tracing
    Show activity on this post. As you said, the RTX Turing architecture comes with wired primitive-ray intersection, (to be more specific, triangle-ray intersection). The BVH is built by specifying the Bounding Box program to OptiX, the signature of which is: RT_PROGRAM void my_boundingbox_build_program ( int, float result [6] ) As you can guess ...

Unity Ray Traced Voxel GI - Why i prefer ray tracing over …

    https://www.youtube.com/watch?v=mIL-096zHjk
    Download: https://sjoerdwouters.com/Things that are new this week:- changes from noisy path tracing to noiseless ray tracing- improved way of generating voxe...

Cone tracing vs ray tracing? What are the pros/cons of each and …

    https://www.reddit.com/r/VoxelGameDev/comments/uc5nou/cone_tracing_vs_ray_tracing_what_are_the_proscons/
    The only drawback is that you scene must be stored in a format that supports mipmapping and visual artifacts that can be caused by incorrect downscaling of the voxel data (see isotropic voxels). Note that geometry base effects such as GI is …

Voxel Ray Tracing - Graphics and GPU Programming

    https://www.gamedev.net/forums/topic/670559-voxel-ray-tracing/
    1) Voxelnauts uses CUDA to perform raytracing on the GPU, this is essentially required to get interactive frame rates 2) Ray tracing is by looping through each pixel on the screen casting a ray against an octree to find the voxel and resultant color of that pixel. 3) This is a very complicated way of rendering 3d graphics

Next-Gen 3D Rendering Technology: Voxel Ray Casting

    https://www.tomshardware.com/reviews/voxel-ray-casting,2423.html
    As reported here a year ago, John Carmack has his own idea of the future of real-time rendering, and it involves voxel ray casting. Since then, we’ve seen Jon Olick’s presentation at …

Potential Limitations Of Voxels - Tom's Hardware

    https://www.tomshardware.com/reviews/voxel-ray-casting,2423-7.html
    A little while back, we discussed some of the benefits and disadvantages of ray tracing. Today, we're going to be talking about another potential successor to triangle rasterization: voxel ray ...

About the recent crytek Voxel based Raytracing demo …

    https://www.reddit.com/r/Amd/comments/b1woch/about_the_recent_crytek_voxel_based_raytracing/
    You can push those voxels you can see to the screen (after rendering). If I'm not mistaken, voxel octrees also provide a means of raytracing: you don't need to attempt to ray trace every pixel. That'd be madness and super slow, the very reason real-time ray tracing hasn't caught on yet.

Best practice... Voxels, use triangles or custom geometry? (For ...

    https://forums.developer.nvidia.com/t/best-practice-voxels-use-triangles-or-custom-geometry-for-calculations-not-rendering/115230
    This leaves me wondering whether it might be possible & better to avoid ray tracing separate voxels. One option for you might be to have a single ‘voxel grid’ primitive - a single cube - and in your hit shader (or CUDA kernel), you calculate all the voxels that a ray intersects. This is relatively simple to do in code, it’s a line drawing ...

graphics - Why should we differ the concept of ... - Stack …

    https://stackoverflow.com/questions/64993398/why-should-we-differ-the-concept-of-raytracing-from-rasterization
    rasterization is process where you convert single geometric primitive into pixels/voxels/whatever ... ray tracing is passing ray(s) through whole scene (all geometries...) (and the result is not always used to color a pixel, nor form a grid) These two approaches are very different and ray tracing is only starting to be implemented in HW only recetly.

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