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Simple realtime voxel ray caster in C++ using GLSL compute shaders

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VoxelCaster

Simple voxel ray caster in C++ / GLSL using compute shader and sparse voxel octree to store geometry. Currently it is not well optimized (~20fps for a 512 * 512 map with a GTX 1060).

Raymarching a signed distance field (distance-field branch) Signed Distance field

Pseudo Random noise is used for terrain generation (Fast Noise lib: https://github.com/Auburns/FastNoise)

Render image (Faces are colorized depending on their normal): Normal Render

Depth Complexity (Whiter pixels request more computation time): Depth Complexity Render

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Simple realtime voxel ray caster in C++ using GLSL compute shaders

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