Skip to content
0:00 / 0:00

#voxels#displacementmapping#retrographics

I'm making a *tiny* voxel renderer

Daniel Schroeder

5.4K subscribers • 1 video on Hallway

YouTube
  • Recommended by 1 person: 1 in engineering communities.
  • Presented by Daniel Schroeder

Intermediate. Assumes working knowledge.

271K views2 years ago1 recommendation

Graphics and audioGame developmentRenderingUnity, Unreal and Godot

Daniel Schroeder demonstrates a custom renderer that uses tiny voxels and displacement mapping to modernize retro 3D graphics.

[set quality to 1440p for best results] This is a custom renderer that uses very small voxels to create detailed, stylized environments. I wanted to modernize the retro look of games like Doom and Quake, where pixelated textures give surfaces a blocky appearance up close. Now, surfaces have blocky *three-dimensional* details — voxels. The result has a foot in both worlds between retro 3D graphics and something much more modern. Despite all the voxel detail, I actually modeled this environment with textured, low-poly triangle meshes. How does this work? What am I planning to do with it? For more info, or to get in touch, see here: blog.danielschroeder.me/2024/05/voxel-displacement-modernizi… Captured on a Radeon RX 5700 XT at 1440p with frame-times from 4 to 9 ms, or 250 to 110 FPS. (There are some small skips in the video capture; OBS doesn't like my computer.) The same demo sequence stays above 60 FPS on a Steam Deck OLED at its native 800p, with many parts locked at 90 FPS.

Why it's here

1 person recommends this

What people say. Recommended as an interesting showcase of using displacement mapping on low-poly meshes to achieve a detailed 3D voxel aesthetic.

u/dan5schin r/GraphicsProgramming • Recommends

Using very small voxels and displacement mapping to modernize the retro aesthetic of games like Doom and Quake. More info in comments