Vector Field Wind Grass Animation | Wonderland: A Raytracing Voxel Engine | Dev Footage

Опубликовано: 20 Октябрь 2024
на канале: Daniil Gan'kov
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RTX is now on in my project. The hardware performance of this technology is breathtaking. Thanks Nvidia RTX and Vulkan development team for implementing such a useful instruments bundle.

I refused the idea of packing voxels in sparse octrees in favor of building acceleration structures of potentially visible mesh. The SVO conception is not easy to apply on the dynamic scene. To test the new rendering environment, I try to implement grass animation. The foliage voxels positions are processed via compute shader before raytracing. There are two three-dimensional gradient noises (x, y, time) for both horizontal axes simulating wind vector field. The field influencing the grass spike the more distanced are the voxel and the root. The value is also vertically affected with gravity.

A lot of you appreciated the floored shadows in the previous video, coloring the whole voxels instead of being projected, so there’s a question: do you more like the floored voxels positions (0:00) or the raw positions (0:10) animation?

For now the scene is rendered with primary rays only. The shading is not implemented yet.