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Sparse Voxel Octree implementation in WGSL ( hence: shady ) with handling and utilities in Rust.

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Shocovox - Shady Octree Of Voxels with Ray Marching

Shocovox is a Sparse Voxel Octree implementation in WGPU shaders ( hence: shady ). The leaf nodes contain 8 Voxel bricks instead of a single Voxel. This makes it possible to have a unique compression system, where Voxels of different resolutions can be mixed together. An implementation for raytracing is available with GPU support! The library uses Left handed Y up coordinate system.

Roadmap:

Issue spotlight:

These are the issues I will work on until 2025 Q1. I am eliminating them in a sequential manner.

  • #54 - Occupied bitmap structure update - Restructure of the per-node and per-brick occupied bitmaps to be more efficient(gotta go fast)
  • #56 - Rework user data handling - Trimming the fat in Voxel storage, broadening the possibilities with user data
  • #45 - GPU cache - To make it possible to display octrees of limitless size on the GPU by streaming only what one can see
  • #3 - to make it possible to have a limitless octree: so it's not bound by the RAM size anymore
  • #28, #6 - Level of Detail implementation to render large scenes more efficiently

Special thanks to contributors and supporters!

@nerdachse For the Albedo type and amazing support!

@DouglasDwyer My nemesis; Check out his project it's amazing! ( I hate him )

@Neo-Zhixing For his amazing project and awesome idea about how to utilize hardware RT for Voxel rendering!

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Sparse Voxel Octree implementation in WGSL ( hence: shady ) with handling and utilities in Rust.

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