DAGger
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Sparse Voxel DAG Rendering on the Web
DAGger: Sparse Voxel DAG Rendering on the Web
This is a web version of the viewer application from my SVDAG-Compression repository, which originates from the source code released alongside the SSVDAG paper.
Screenshots


Video demo/bug-art
Goals
- [x] Render Sparse Voxel DAG in the browser using WebGL. Changes from OpenGL implementation: Replaced SamplerBuffer with Texture3D for represesenting nodes (no support in WebGL).
- [x] Beam optimization: A low-res depth pre-pass for starting off primary visibility rays close to the geometry they will hit. The beams are 8 by 8 pixel blocks.
- [x] First person controller [wip]
- [x] Stream the data to the GPU while downloading [wip]
- [x] Fractal generator [wip]
- [x] Path tracing: Implementation based on Alan Wolfe's blogpost
- [ ] CPU raycasting for collision detection (gravity) and scene interaction (cursor rays) [wip]
- [ ] Attribute encoding (colors)
- [ ] Import 3D models (voxelize on the fly)
- [ ] Scene modification
- [ ] Stream based on demand - only nodes that are visible or close to the camera (e.g. could separate scene into a root file and 64 "chunk" files)
Running it locally:
- Get NPM and Yarn installed
- Install dependencies with
yarn install
- Running
yarn start
will compile TypeScript to JavaScript and start up an http server