Oxel 1.1

So I’ve posted a new version of Oxel, grab it here.  The new version has several improvements in UI, performance, stability, as well as a brand new re-triangulation library.  The previous versions all used David Eberly’s implementation in Wild Magic.  Oxel 1.1 uses the Poly2Tri library to…

Robust Inside and Outside Solid Voxelization

While wrapping up my post for generating simplified occluders for Hierarchical Z-Buffer Occlusion Culling, I was pointed to a paper called Complete Polygonal Scene Voxelization. Afterwards I found time to read it thoroughly and implement it as a replacement for my existing ray casting based solid voxelization method. The problem…

Hierarchical Z-Buffer Occlusion Culling - Generating Occlusion Volumes

Almost a year ago I wrote a couple of posts on Hierarchical Z-Buffer Occlusion Culling (HZB-OC). Hierarchical Z-Buffer Occlusion Culling Hierarchical Z-Buffer Occlusion Culling – Shadows One very glaring issue I left largely untouched was the workflow issue.  Artists currently have to author all or a large percentage of the volumes…