capslpop
capslpop
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Yes, these are voxels
Lots of voxels!
Переглядів: 530

Відео

Drawing Triangles As Voxels
Переглядів 44421 день тому
This is just a proof of concept. I'm not too sure what to do about the artifacts. But it only happens when meshes collide. If everything in your scene was just one big mesh, there would be no problem. Also supports animation because it uses triangles. But I have not implemented those things yet.
idk what this thumbnail is
Переглядів 232Місяць тому
Here is the code: www.shadertoy.com/view/lXSfzd
Particle Clustering
Переглядів 4322 місяці тому
It is a 256 cubed texture but the problem is that the GPU is bottlenecked. I think I will move to CPU-based simulations now.
Upscaled Rendering 144p to HD
Переглядів 1,3 тис.5 місяців тому
I want to continue to improve this system. Some artifacts and far-away objects will look blurry, but I have some ideas about how to fix those cheaply.
2.8 Trillion Voxels
Переглядів 3876 місяців тому
Working an a new engine with a slightly different render and data storage.
Per-Voxel Refraction - Low gravity water
Переглядів 2626 місяців тому
Trying to get refraction to work. Right now it just uses the cube map to calculate but I should add ray-traced refractions in the future. But for lower-end hardware, it would be cool to just use the cube map for stuff like this so it is super fast.
Per-Voxel Fire Simulation
Переглядів 1806 місяців тому
Per-Voxel Fire Simulation
Voxel Beach With Waves
Переглядів 2,1 тис.6 місяців тому
Trying to get the fluid sim to work with the geometry of the beach and stuff. Still a work in progress.
Everything Is A Particle! Physics For My Voxel Game
Переглядів 3256 місяців тому
Single pass Eulerian fluid solver. Fully conservative even after hours.
Per-Voxel Water Fountain
Переглядів 1,1 тис.7 місяців тому
Just moved the pixel art fluid sim into the Voxel fluid sim. Also, looks like the music I was listening to in the video was record haha. Here is the music: ua-cam.com/video/P_vneDy3s0c/v-deo.html
Per Voxel Lighting! Good Idea or Bad Idea
Переглядів 10 тис.7 місяців тому
I like the look of per-voxel lighting and have been experimenting with it for the past few weeks. However, it doesn't seem perfect. What is it missing?
Pixel Art Water Simulation
Переглядів 2937 місяців тому
I have been working on a fluid solver that works per pixel and keeps a lot of the small details by using a new technique that I created for advecting the fluid.
More Voxels Dev #4
Переглядів 4109 місяців тому
The next 6 months of voxel development.
I'm Back! Dev #3 Voxel Development
Переглядів 1,7 тис.9 місяців тому
This video I talk a bit about what has happen in the first 6 months after my last video.
Developer Log #2 - Infix Voxel Engine - Design
Переглядів 7662 роки тому
Developer Log #2 - Infix Voxel Engine - Design
Developer Log #1 - Infix Voxel Engine - Why I Am Rewriting The Infix Engine
Переглядів 1,2 тис.2 роки тому
Developer Log #1 - Infix Voxel Engine - Why I Am Rewriting The Infix Engine
Developer Log #0.5 - Infix voxel engine
Переглядів 3,4 тис.3 роки тому
Developer Log #0.5 - Infix voxel engine

КОМЕНТАРІ

  • @mehdibashirinejad7798
    @mehdibashirinejad7798 4 дні тому

    awesome!!!!!

  • @frozein
    @frozein 11 днів тому

    Cool! Do you voxelize the whole scene then raytrace the voxel buffer?

    • @capslpop
      @capslpop 11 днів тому

      No, this is what makes this work so well. What I do is I feed in normal triangles the regular way in the pipeline. Then I make them thicker by adding some 4 more trianlges. Then I raymarch them in the fragment shader and discard if it hits nothing. This way you should usually get a hit within 1-3 marches.

    • @capslpop
      @capslpop 11 днів тому

      Oh, also this would work a lot better with BVHs. I think you are doing raytracing with multiple different data structures? I would highly recommend adding this into your engine because it supports large animated scenes. However, I have not done this yet. But it is theoretically possible.

    • @frozein
      @frozein 10 днів тому

      @@capslpop Really smart, I was actually thinking of a similar idea myself the other day, but couldn't figure it out fully. So you rasterize a "thicker" version of the mesh (I'm guessing by moving the vertices along their normals), then raytrace starting from the rasterized position? And you raytrace just by doing a DDA and using a triangle SDF for every triangle in the mesh? If it's that simple I will totally try implementing this into my engine, has a lot of potential!

    • @capslpop
      @capslpop 10 днів тому

      @@frozein Yes, its that easy! I would like to see someone try it for BVHs. I think it could really revolutionize the way tiny voxel based graphics is dene. I also belive I have a few tricks up my sleeve to fix the part when triangles intersect each other.

    • @frozein
      @frozein 10 днів тому

      @@capslpop Super cool. I'll try implementing it myself once final exams are done, I can do it with BVH and see the performance. You can add me on disc if you want to talk more, same username as my UA-cam.

  • @MountainLabsYT
    @MountainLabsYT 12 днів тому

    Superb!

  • @dust32
    @dust32 12 днів тому

    Good job! Is it rasterized or raytraced?

    • @capslpop
      @capslpop 12 днів тому

      It is rasterized then marched.

  • @I_just_said
    @I_just_said 13 днів тому

    Woah

  • @dottedboxguy
    @dottedboxguy 14 днів тому

    that may be a lot of voxels, but it's not a whole lot of bitrate 💀 jokes asside, this is super cool !!!! bravo

  • @arl-t8d
    @arl-t8d 14 днів тому

    UA-cam compression dying

  • @BodhiDon
    @BodhiDon 14 днів тому

    UA-cam's compression can't keep up with this amount of voxels. Would love to see this in 4K with high bitrate!

  • @shizamshizu239
    @shizamshizu239 14 днів тому

    what's the size of the scene?

    • @capslpop
      @capslpop 14 днів тому

      I think its like 2000 or something.

  • @gostan2718
    @gostan2718 14 днів тому

    wow what the sigma

  • @MountainLabsYT
    @MountainLabsYT 22 дні тому

    Sweet! I'm glad you got it working.

  • @aleksandrstukalov
    @aleksandrstukalov Місяць тому

    Is it cellular automata?

    • @capslpop
      @capslpop Місяць тому

      Depending on how you define it. But yea you could say that. I also just posted the code on shadertoy so you can see how it works now

  • @AidenHere
    @AidenHere Місяць тому

    Its like a pixel game in 3d

  • @DriftingDraftsman
    @DriftingDraftsman Місяць тому

    Looks good

  • @MountainLabsYT
    @MountainLabsYT Місяць тому

    Impressive improvements!

  • @capslpop
    @capslpop Місяць тому

    Made the code a ton more performant! Sould work on any scene. The lighting is stored at half the resolution as before.

    • @MountainLabsYT
      @MountainLabsYT Місяць тому

      It looks much better oddly enough 😄

  • @MountainLabsYT
    @MountainLabsYT 2 місяці тому

    Wow! Impressive keep up the good work! how is it done?

    • @capslpop
      @capslpop 2 місяці тому

      If there are more than two particles per cell. The particles are grouped together. Also, I do a trilinear texture fetch for the G2P step to speed things up.

  • @capslpop
    @capslpop 2 місяці тому

    Here is the code if anyone wants it: github.com/capslpop/Particle-Clustering/tree/master

  • @MountainLabsYT
    @MountainLabsYT 2 місяці тому

    Ooo, nice.

  • @therealmusicfan64
    @therealmusicfan64 3 місяці тому

    This looks great, but will probably run like ass

  • @MountainLabsYT
    @MountainLabsYT 3 місяці тому

    Looks amazing.

  • @bigm873
    @bigm873 3 місяці тому

    the youtube compression just had a stroke

  • @MountainLabsYT
    @MountainLabsYT 3 місяці тому

    You have successfully destroyed the youtube encoding.

  • @MountainLabsYT
    @MountainLabsYT 3 місяці тому

    Amazing.

  • @MountainLabsYT
    @MountainLabsYT 3 місяці тому

    Impressive, I can't wait for more.

  • @Mertiven
    @Mertiven 4 місяці тому

    a game with these graphics would be interesting

    • @MountainLabsYT
      @MountainLabsYT 3 місяці тому

      its called teardown :)

    • @Mertiven
      @Mertiven 3 місяці тому

      @@MountainLabsYT i know that game and played it but thats not the same

    • @MountainLabsYT
      @MountainLabsYT 3 місяці тому

      @@Mertiven do you mean the per-voxel lighting?

  • @Егорда
    @Егорда 5 місяців тому

    МОЛОДЕЦ

  • @jiinkC
    @jiinkC 5 місяців тому

    Goodie

  • @da-real-POP
    @da-real-POP 5 місяців тому

    Is this scratch?

    • @capslpop
      @capslpop 5 місяців тому

      No, this is Shadertoy kinda similar though. If it was it would be like 10 times more impressive . 😅

  • @SilverDino64
    @SilverDino64 5 місяців тому

    looks like a voxel with realistic lighting but in bad quality

  • @Alexey_Pe
    @Alexey_Pe 5 місяців тому

    FSR? DLSS?

    • @capslpop
      @capslpop 5 місяців тому

      No, instead I make some assumptions based on the geometry of voxels. First, each ray collects a cube and stores them. Then, I draw the cubes back using a higher resolution.

  • @delphicdescant
    @delphicdescant 5 місяців тому

    How different does it look if you don't color it blue at all? Since water is clear, I'd be interested to see that.

    • @capslpop
      @capslpop 5 місяців тому

      I was actually plaing around with that. I got it to look like oil with an iridescence surface. Looked kinda cool. ua-cam.com/video/mGTdCkr2D1E/v-deo.html

    • @capslpop
      @capslpop 5 місяців тому

      Oh and here is clear. It kinda looks like glass: ua-cam.com/video/ny_hWM-cmkg/v-deo.html

    • @delphicdescant
      @delphicdescant 5 місяців тому

      @@capslpop Oh awesome, thanks for uploading those!

  • @mityankin
    @mityankin 5 місяців тому

    Voxel @ Upscaled I feel something wrong ':D Anyway good job

  • @supericeg5913
    @supericeg5913 5 місяців тому

    From a performance standpoint this is a good idea with such small voxels as you're not casting a lot of rays, but aesthetically this approach seems a bit strange as half of the video I didn't even understand what was going on here.

  • @II-Day-II
    @II-Day-II 5 місяців тому

    I think your specular reflecions are a bit weak? Fixing the sun and rotating the camera, I don't see any change in the ball's specular reflections. Even removing the specular component completely makes no difference. It might just be messy normals, the back wall has decent enough specular reflections when viewed from behind. I think you could also do with some GI, lower ambient strength and tonemapping. It's really cool though! The godrays are pretty. There also seems to be some temporal effect that I don't quite understand, but it's visible when viewing the mirror from behind.

  • @Meetric1
    @Meetric1 6 місяців тому

    Very nice, How much ram/vram does this use?

    • @capslpop
      @capslpop 6 місяців тому

      For the full completed engine. I plan to have it adjustable. at medium, its probably going to be around 1-2 gb and for high level like 4-5 gb

    • @Meetric1
      @Meetric1 6 місяців тому

      @@capslpop 2.8 trillion voxels in 4 gb? that's some serious compression, how are you going to achieve that?

    • @capslpop
      @capslpop 6 місяців тому

      @@Meetric1 Here its litteraly jut instancing haha to the data is copied over and over again but I will be using LODs with "circular pointer array" thing that will hopefully be able to store way more data than this demo because it wont be instanced. Almost got that done and I will post it on YT. Its actually *fairly* easy to render like trilons of voxels whats hard is editing those voxel each frame with lots of updates and still keeping it fairly compressed.

    • @Meetric1
      @Meetric1 6 місяців тому

      interesting, thanks for the info!

  • @Meetric1
    @Meetric1 6 місяців тому

    Very nice, is this rasterized or raytraced?

    • @capslpop
      @capslpop 6 місяців тому

      Raytraced but I want to do a mixed rendering method. Actually about to implement that today.

    • @audiofox5104
      @audiofox5104 6 місяців тому

      Ayo, the gmod physics guy is here :D

    • @ttmso
      @ttmso 6 місяців тому

      the gwater guy

  • @ointdechrist
    @ointdechrist 6 місяців тому

    BRO YOU ARE SOOOO COOL

  • @GamerSaga
    @GamerSaga 6 місяців тому

    hello, I am very curious in know what resources you used to get voxels made and working? what side are each voxels? how did you go about making the landscape, tree and water sim for the voxel bleach video? or the fuild simulation with voxels? i could find nothing on the topic.

    • @capslpop
      @capslpop 6 місяців тому

      Mainly shadertoy is what I am using. However, I am not really using many resources. A lot of these algorithms are ones that I have come up with. For the scene with the tree and grass. I litterally itterate over every voxel and do different test functions to find out how the scene should be constructed. The tree is a fractal. But this is very slow and kinda cursed. Magica voxel has a way better editor. However, I am planning on doing a devlog explaining how I am doing all of this stuff in the last few months.

  • @0akWoodLog
    @0akWoodLog 6 місяців тому

    why did this get suggested to me

    • @capslpop
      @capslpop 6 місяців тому

      because who wouldn't want to see a lot of voxels. jk

  • @ОбычныйЧеловек-д3ж
    @ОбычныйЧеловек-д3ж 6 місяців тому

    Great! Also it's funny that youtube loses quality that it looks like 240p video

  • @jed0378
    @jed0378 6 місяців тому

    Absolutely insane! What sort of accel structure are you using to iterate through the volume this quickly? Also gotta love how the bitrate dies at the end lol

    • @capslpop
      @capslpop 6 місяців тому

      Actually not really much. The same stuff I did back in my first devlog with using rasterization. But this time they are in chunks.

  • @MusicNarcoman
    @MusicNarcoman 6 місяців тому

    What hardware is this running on?

    • @capslpop
      @capslpop 6 місяців тому

      I am using a laptop 3070. However I hope to make it performant enough to run on an igpu

  • @shizamshizu239
    @shizamshizu239 6 місяців тому

    are you using any lod system or octrees for rendering?

    • @capslpop
      @capslpop 6 місяців тому

      No, but I will add that in the future. Should be supper easy to add ray acceleration.

  • @judgsmith
    @judgsmith 6 місяців тому

    Awesome. Can you show some sort of model next video to get a better sense of scale

  • @modo_anonymato
    @modo_anonymato 6 місяців тому

    Pov: notch making the dev vlog of minecraft 2

  • @OctagonalSquare
    @OctagonalSquare 6 місяців тому

    yes, good idea. Though, if that jittering is due to frame rate and it can't be optimized out, then maybe not

    • @capslpop
      @capslpop 6 місяців тому

      I still have many optimizations to make. Using this technique should be a lot faster than traditional raytracing. Much of the noise will disappear with the optimizations too. Hopefully, haha!

  • @KuroArios
    @KuroArios 6 місяців тому

    a game like this would be banger