#loryruta's voxelizer (3d Model to Octree)
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Hello!
Many many years ago I found myself struggling with 3d Conservative Rasterization in order to create a tool that converted a 3d Model to a Minecraft schematic (subsection of the Minecraft world). After years I've not (completely) accomplished the task but I found out there were much useful code that I could modularize. This is a piece of it: a 3d Conservative Rasterizer + Octree Construction/Traversal algorithms written in modern OpenGL. Shaders are embedded within the executable using shinji, a CMake utility of mine.
(link to shinji => https://github.com/loryruta/shinji)
no screenshots smh ๐
It's possible to use it as a tool or as a library ๐คทโโ๏ธ And yes, the API is a little bit too verbose (or awful) but please mind me, it's the first version (a little bit rushed also ๐ )...
uh? There's a screenshot
its very possible that i'm blind ๐ฎ
the readme has none
this link here
oh
the other one is a CMake utility, yeah it's confusing linking two github repos
as you can see I'm currently dealing with rgba textures ๐
but yeah, it still gives the idea
slowly but steady
loryruta's voxelizer (3d Model to Octree)
I am trying out voxelization too currently and I think you can preserve detail with those small triangle areas by using conservative rasterization. It's pretty easy to do in geometry shader
Iโm already doing conservative rasterization in the geometry shader! I project the triangles over the axis that maximises its area
That's not conservative rasterization. I meant this thing. #opengl message.
For example currently if a triangle is smaller than a pixel it will not generate any fragments/voxels which will be fixed by "enabling" conservative raster. And the missing voxels in the screenshot I sent should be filled too.