Software engineer fascinated by hardware, electronics, & the niche. Studying graphics programming at BUAS 🤟 Intrigued by voxels, pixel art, & graphics.
https://m4xc.dev/
MΛX
I am honored to see an article I wrote mentioned in this talk, really cool stuff! :)
During the past week I decided to dive back into Radiance Cascades again, this time Holographic Radiance Cascades (HRC). It was really fun to again dive into this and make my own implementation of it, running entirely on my CPU. This demo contains no explicit light sources, only emissive pixels! :)
Did some experimentation with 4x4x4 voxel block compression today. I'm using a 64 tree with block compression applied at the leaf nodes. 3 interpolation bits per voxel. You can definitely see some compression artifacts. Both trees in this comparison store 8 bit RGB colors.
Been working on voxel ray-tracing again lately, this time using a BVH2 TLAS and SVT64 (64tree) BLAS(s). The heat gradient in the video shows the step count from 0 to 128. This scene contains 256 voxel dragons, each model is 256^3 voxels :)
Here's a video showcasing the demo we created using the engine, to showcase our engine is capable of being used to make actual games! :D
The engine supports both PC and PS5 through a platform-agnostic render graph I wrote.
It was a big gamble, I had written it as a prototype in 2 weeks, but it really paid off in the end. Saving us a ton of time and keeping our renderer clean.
Below is a code snippet showcasing the interface :)
A big optimization I worked on after my last post was making our voxelizer lazy. So, it only updates parts of the scene that changed. This made a huge difference for our performance and allowed us to push for larger level sizes!
Below is a high-level drawing of how it works:
We've used the #voxel game-engine we build as a team of students to make a little diorama puzzle game :)
This has been an incredibly fun experience, building this from the ground up, working together with designers and artists!
Engine: youtu.be/uvLZn1X_R0Q
Game: buas.itch.io/zentera
For the past 8 weeks I've been working in a team of fellow students on a voxel game engine. I've been primarily working on the graphics, creating a cross-platform render graph for us, and working together with @scarak.bsky.social on our cone-traced lighting, and various graphics features! :)
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Excited to finally show off Nanite Foliage www.youtube.com/watch?v=FJtF...
An interesting idea to use surfels not only as a surface cache (PBGI), but also as a geo approx to trace against. The main use case is mobile, where triangle ray tracing isn’t widely supported in HW, and raymarching SDFs isn’t a great fit for bandwidth-limited devices. gdcvault.com/play/1035619...
Love and Deepspace is a mobile game dedicated to providing players with a near-realistic romantic experience. Providing realistic rendering on mobile devices is our constant goal. Global illumination ...