3D Ray Casting
October 12, 2013 - 6:37 pm by Joss Whittle C/C++ GPGPU GraphicsYup, the PhD is going that well…
I joke. So far it’s just been a lot of reading papers on graphics, most of which I do not understand. :(
Anyway, as a fun little side project I’ve been working on a 3D Ray Caster using my old favourites, OpenCL, OpenGL, and C++. It’s quite similar in concept to the renderer for my dissertation project last year but with a simplified rendering method and faster performance.
The goal for this project is to revisit Voxel Rendering which I played around with over the summer, and possibly to revisit game development with a new version of my Aliens First-Person Pacman game.
Currently the program has seven hardcoded Axis Aligned Bounding Boxes (AABB’s) which it renders as the camera orbits around them. I’m working on a method to organise AABB’s into a flat packed Oct-Tree which can be passed to the GPU. Once this is working it should be trivial to construct an AABB Oct-Tree of the CT Scanned skull I used before, or to construct a simple game.
Another thing I may look into is modifying the Aliens game to have textured floors and ceilings using floor-casting and possibly to have maps with multiple vertical levels.