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.
- Render Sparse Voxel DAG in the browser using WebGL. Changes from OpenGL implementation: Replaced SamplerBuffer with Texture3D for represesenting nodes (no support in WebGL).
- 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.
- First person controller [wip]
- Stream the data to the GPU while downloading [wip]
- Fractal generator [wip]
- 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