Voctopus is a Javascript implementation of a sparse voxel octree. The end goal is to create a data structure small and fast enough that it can be rendered directly by a shader in WebGL without meshification, using ray tracing techniques (or something analogous to that - I'm currently experimenting with a mix of ideas taken from cone tracing, path tracing and depth marching). The shader code is still a work in progress, and will be released as a separate repository along with the rest of the tools necessary to create and manipulate scenes.
Voctopus has two main pieces: a low-level kernel written in asm.js and a high-level javascript API for use by humans.
Memory management, access, traversal, and other core operations are handled by the kernel, yielding real-world performance of over one million (and up to 8 million) r/w operations per second on commodity hardware in a small memory footprint. See the benchmarks for performance details.
The kernel currently supports 32-bit voxels representing either a 31-bit subtree pointer or 24 bits of RGB color, a 4 bit alpha channel, and 3 bits reserved for rendering instructions (the remaining bit is a flag indicating whether the entry is a pointer or voxel data). The non-kernel code is agnostic, such that kernels with other data structures (e.g. for indexed color) could be supported.
- prune dead octets and free for reallocation - incomplete
- defragmentation (maybe not neccessary)
- ray intersection - partially complete, weird test results
Voctopus is still a work in progress! Neither the API nor the data structure should be considered stable.
Current documentation is available in the project wiki. Examples and demos will follow as the code stabilizies - they're currently not in useful shape.
Copyright 2015 Justen Robertson nphyxx@gmail.com / https://github.com/nphyx.
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