The Visualizer uses modern advanced rendering techniques, such as trilinear texture filtering and percentage-closer shadow map filtering.
A full feature list is as follows:
From top left, clockwise: raymarched volumetric lighting; clouds with per-pixel lit geometry and alpha shaders; shadow & illumination catcher with HDR skybox; particle systems and point lights.
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AXI Visualizer uses a tiled scanline rasterization engine. Here is how it will work.
Step 1: Triangle setup - projection, frustrum culling. Atomic insert triangle indexes by block depending on projected size.
Step 2: Gather - compact triangle indexes.
Step 3: Coarse rasterization - rasterize indexes into 128-index buffer per 8x8 tile. This entails use of LOD for larger scenes.
Step 4: Fine rasterization - 1 thread per triangle in a tile. Each block works on one tile. Local z-buffer and index-access buffer, if multiple accesses then use local thread index to sequentially determine min depth.
Step 5/0: Clear buffers.
Here are some Depth of Field renders of some Minecraft models.
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