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…