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- land the implementation - True voxelized ray traversal #218
- create tools to measure GPU time, to start optimization
-  use Morton codes for the terrain buffer. This will improve data locality access patterns. Possibly, use a 2x2 texel tile as the basis (instead of the 2x1 that we have today). Probably need to update it in a compute shader.
- alternatively, switch the terrain buffer to an R32Uint texture (storing 2 texels)
 
- store voxel data into a buffer as well. Use Morton codes for addressing. Pack bits into 32bit words.
- optimize voxel construction. It takes too long to load a level.
- address the portability issues, e.g. RayVoxel axis handling doesn't work on all platforms #222
- environment map for the sky
- describe the rendering approach in the blog.
- voxelized shadow rendering