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mitchellhansen d2bc5e483a
The settings buffer is fully operational
7 years ago
assets Added new screenshots to show off imgui. As well as a quick delve into the blinn function to add the inverse square law 8 years ago
config Did this work? 7 years ago
include The settings buffer is fully operational 7 years ago
kernels The settings buffer is fully operational 7 years ago
notes Hunting down some bugs and verfiying correct oct-tree traversal, not quite there yet but close 8 years ago
shaders Got some geometry up and rotating. It will be pretty trivial to pass in 8 years ago
src The settings buffer is fully operational 7 years ago
.gitignore Added a quick printout of the hardware info. Running into a problem choosing between platforms, going to abstract CL out into it's own class and hide all that logic 8 years ago
CMakeLists.txt changed the paths in cmake, fixed two dumb sigabrts on termination 7 years ago
FindEGL.cmake Added EGL linking and useage for the linux cl_khr_gl_sharing 7 years ago
FindSFML.cmake Added a quick printout of the hardware info. Running into a problem choosing between platforms, going to abstract CL out into it's own class and hide all that logic 8 years ago
LICENSE Create LICENSE 8 years ago
README.md update readme 7 years ago

README.md

About

This project is an implementation of an experimental "from scratch" volumetric rendering engine. Using OpenCL this program is able to hardware accelerate Woo's Fast Voxel Traversal Algorithm which traverses through a Sparse Voxel Octree as described by Laine et al. Light is simulated using the Blinn-Phong shading model along with a recursive ray tracer style of shadow tracing. Individual voxels are also textured using a user provided texture atlas and voxel data.

Build

In order to build this project you must have Cmake, GLEW, SFML, and the OpenCL development libraries installed / downloaded. You're also going to need OpenCL compatable hardware that supports the cl_khr_gl_sharing extension. This project has, at some point, run on all three platforms: Windows (VS2017), Linux, and macOS. With a little bit of elbow grease it should still be able to compile and run on all these platforms.

  • Note on GLEW: macOS takes care of most of the "extension wrangling" so GLEW is not required when compiling for macOS

  • Note on cl_khr_gl_sharing: The cl_khr_gl_sharing extension, or cl_APPLE_gl_sharing for macOS, is only supported on certain hardware. Further, cl_khr_gl_sharing is not supported on intel CPU's running linux. You might be able to install and use beignet to get around this. The program will warn you if your CL device doesn't support this extension.

Screenshots

Video demo:

Video demo

Screenshots:

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