Voxel Cone Tracing Unity Plugin Preview





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Published on Aug 25, 2013

This is a preview of my voxel cone tracing plugin for unity. Its based on the implementation in the previous video. It approximate global illumination by maintaining a voxelized representation of the world in camera centered cascades (only 1 cascade shown here), and tracing cones through the volume based on surface normal and position to see what lighting is visible from that point.

It supports standard lights which get injected into the volume similar to shadow mapping, and also supports light emitting emissive geometry based on surface shader emission value. Light emitting geometry takes no extra processing. This demo is only using 1 cascade but ideally 3 cascades will be used which will allow correct indirect lighting in any size environment.

I also plan to have cheap lights which contribute to GI without the overhead of rendering the scene from the lights point of view. The only limitation of these is that the GI contribution wouldnt respect shadow casting objects. These types of lights should be extremely cheap if they have a small to medium radius.

The effect is quite expensive and does require dx11.

There is slowdown from the video recording. Its actually running at about 50-60 fps at that resolution on a gtx 660, with 6 additional image effects applied.


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