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According to Godot documentation and the developer's twit, VoxelGI is not proper to dynamically generated geometry mesh in runtime (https://docs.godotengine.org/en/latest/classes/class_voxelgi.html, https://twitter.com/reduzio/status/1401589094237540364)
VoxelGI
As VoxFlow will generate fluid via CubbyFlow in real time, SDFGI seems more desirable for this project.
SDFGI
The text was updated successfully, but these errors were encountered:
reference : Signed Distance Fields Dynamic Diffuse Global Illumination arXiv:2007.14394 [cs.GR]
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reference : Two-Level Radiance Caching for Fast and Scalable Real-Time Global Illumination in Games (https://gpuopen.com/gdc-presentations/2023/GDC-2023-Two-Level-Radiance-Caching-GI.pdf)
SDF GI implementation for VoxFlow rendering system will adopt godot's sdfgi.
https://jose-villegas.github.io/post/deferred_voxel_shading/
Snowapril
Successfully merging a pull request may close this issue.
According to Godot documentation and the developer's twit,
VoxelGI
is not proper to dynamically generated geometry mesh in runtime (https://docs.godotengine.org/en/latest/classes/class_voxelgi.html, https://twitter.com/reduzio/status/1401589094237540364)As VoxFlow will generate fluid via CubbyFlow in real time,
SDFGI
seems more desirable for this project.The text was updated successfully, but these errors were encountered: