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#teardown#voxels#raytracing

Tuxedo Labs Teardown Technical Teardown - Twitch vod 26/11

candr

80 subscribers • 1 video on Hallway

YouTube
  • Recommended by 2 people: 2 in engineering communities.
  • Presented by Dennis Gustafsson, developer of Teardown

Advanced. Deep dive for people who know the field.

12K views5 years ago2 recommendations

Graphics and audioGame developmentRenderingBuilding a game engineGame programming

Dennis Gustafsson explains the technical implementation of voxel rendering, raytracing, and global illumination in the game Teardown.

Buy teardown on steam: store.steampowered.com/app/1167630/Teardown/ Tuxedo Labs Twitch Channel: twitch.tv/tuxedolabs Tuxedo Labs Twitter: twitter.com/tuxedolabs Tuxedo Labs Website: tuxedolabs.com I don't own any of this and am in no way associated with Tuxedo Labs. This was purely uploaded for conservation since the twitch vod has been deleted.

Why it's here

2 people recommend this

What people say. Recommended as a great source of technical details on voxel rendering, raytracing, and global illumination in modern games.

u/Additional-Dish305in r/GraphicsProgramming • Recommends

On “Are voxels the future of rendering?”

Seems like it. I'd also like more details on how it's done. I'd imagine it would work well for applications that use raytracing. Dennis Gustafsson is probably the best source for technical details about the implementation of voxels and raytracing in modern games. He is the developer of the game Teardown. He has a great technical blog and has given tons of talks where he does into detail about how he implemented Teardown. I wonder if there are similar approaches to the new Unreal Engine tech. Dennis' blog: https://blog.voxagon.se/ Some of his talks: [video [video [video

u/deftwarein r/GraphicsProgramming • Recommends

On “Implementing GI in a custom game engine”

…obes from what I remember, and then the global scene is a distance field like Godot's SDFGI (IIRC). Another decent implementation of GI is in Dennis Gustafsson's game Teardown. There's a video out there, a livestream, where someone is asking him questions and he's breaking it all down, how the voxel rendering works, the lighting, etc... (found it link to this video He just shoots two random rays per pixel each frame into a global 1-bit voxel volume to see what and where it hits, and I'm not sure how he's doing any kind of bounce lighting but the ambient occlusion looks good. A denoising filter is run on the result to smooth it out. Reflections are traced in the 1-bit global volume but the hit is proje…

u/deftwarein r/GraphicsProgramming • Mentions

On “Teardown - Frame Teardown”

Hrmm, why does the author refer to the 1-bit world volume as a shadowmap? It's just a solid/empty voxel volume stored as a 3D texture that the lighting is raymarched against. It's not mapping shadows like what we've always known shadowmaps to do, literally storing light/dark values in texels to map them onto surfaces. A 1-bit voxel volume texture is not that. It should be called something else, like a solidmap. EDIT: Also, here's the livestream from a few years ago where Dennis explains the internals of his engine link to this video

u/BeanAndBanoffeePiein r/GraphicsProgramming • Mentions

On “Teardown - Frame Teardown”

link to this video