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Daniil Gan'kov
Russia
Приєднався 20 лют 2014
Progressive CPU-GPU Ray Tracer | Wonderland: A Ray Tracing Voxel Engine | Devlog
This is a showcase of my new progressive CPU-GPU ray tracer implementation I'm working on for my voxel engine Wonderland. I try to solve the problem that GPU has no enough memory to store large voxel scenes by uploading the needed scene information from CPU progressively by a ray traversal path
Переглядів: 2 046
Відео
Volumetric Lighting, Progressive Raytracing | Wonderland Devlog
Переглядів 2,6 тис.4 місяці тому
Hello everyone! There's some news about the current state of development of my volumetric data (or voxel) engine called Wonderland. In this video I am showing you how volumetric lighting is done in my RTX triangular implementation, an alternative progressive traversal raytracer I am also working on, and a console CPU-only graphics project I've started to prototype the math and models I am using...
Animated Forest | Wonderland: A Raytracing Voxel Engine | Dev Footage
Переглядів 5 тис.Рік тому
This is some state of working on the whole scene animation. This is something visually near than what was intended when I start working on this project. The later work needs a lot to be rewritten and should take much time on development, so I am showing the results now. There are some real-time recorded footages: it is about 30 FPS on the most huge scene in Full HD on Nvidia RTX 3060 Ti (the vi...
Vector Field Wind Grass Animation | Wonderland: A Raytracing Voxel Engine | Dev Footage
Переглядів 4,4 тис.Рік тому
RTX is now on in my project. The hardware performance of this technology is breathtaking. Thanks Nvidia RTX and Vulkan development team for implementing such a useful instruments bundle. I refused the idea of packing voxels in sparse octrees in favor of building acceleration structures of potentially visible mesh. The SVO conception is not easy to apply on the dynamic scene. To test the new ren...
Wonderland: A Raycasting Voxel Engine | Dev Footage
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This is the result of about nine months of working on an own raycasting voxel engine with procedural generated interactive scene in Rust/Vulkan. This implementation still needs a lot of fixes and optimizations, but for now I’m about to stop and to rewrite all on raytracing pipeline. So I’m sharing my best from this development iteration. The scene presented contains a couple of billions of voxe...
Конкурс от Нескучный Саунд и Yamaha #хочуVST - Даниил Ганьков
Переглядів 4 тис.3 роки тому
Аранжировка на песню Александра Зилкова «Сердце» для конкурса от Yamaha Music и канала «Нескучный Саунд». Благодарю организаторов за возможность выйти в свет той части музыкантов, которые в большинстве своём остаются за кулисами. Всем конкурсантам-композиторам и -звукорежиссёрам желаю успехов! Материал написан, записан (или запрограммирован) и сведён Даниилом Ганьковым (Россия, Владимир). В вид...
Searching New - A Tiny Piano Improvisation
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A random 45-seconds piano improvisation recorded in my home studio.
A Poem About the Red Leaf (2018)
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This composition is a piano trio, and the last track I composed as Dany Gankoff. After the release of this one in May 2018, I created a solo music project In the Shadow of Being, and now I'm working on it. All future music will be its part: bit.ly/itsobyt All of the most relevant music composed by me before the solo project released as an album on Bandcamp: bit.ly/ernwbc
Leave Me Here (2018)
Переглядів 1525 років тому
Новая работа. Всё написано, записано и сведено в стенах собственной квартиры. Аппарат: AKG K121, AKG Perception 120, AKG D5 C, Scarlett Solo 1st G., CASIO CDP-100 и тонна софта. Благодаря усилиям одного из своих преподавателей, всё больше верю, что музыка пишется не "на студии", а "музыкантом". Текст: Здесь, где всегда льют дожди, Я нашёл себе дом. Пусть один, пусть темно Круглый год за окном. ...
Void (2018)
Переглядів 1276 років тому
A progressive metal / electronic track. Composed in April - May 2018.
In23ly (2018)
Переглядів 396 років тому
A little mind-expanding adventure enclosed in the electronic track. Composed in April 2018.
The Dark is Best For Shine (2018)
Переглядів 1086 років тому
The one composed in 2018. Three months of work for this one of the most difficult musical challenges for myself. The new version: ua-cam.com/video/rb1Jdf6nV9Q/v-deo.html
Touch The Music - A Tiny Experiment
Переглядів 7606 років тому
What happens if you're a musician but study programming. I wanted to play vibrato or glissando on the keyboard only by a finger gesture. Inspired by Roli Seaboard. There are two applications written on Java. The first is just the server that requests the second (the client) for the values of frequency and amplitude calculated by the current pointer position. Also, the first application works as...
05 I Promise You - Since September Album (2015 - 2016)
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05 I Promise You - Since September Album (2015 - 2016)
04 Over the Consciousness - Since September Album (2015 - 2016)
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04 Over the Consciousness - Since September Album (2015 - 2016)
03 Horizons - Since September Album (2015 - 2016)
Переглядів 246 років тому
03 Horizons - Since September Album (2015 - 2016)
02 Bye My Friend - Since September Album (2015 - 2016)
Переглядів 206 років тому
02 Bye My Friend - Since September Album (2015 - 2016)
01 Since September - Since September Album (2015 - 2016)
Переглядів 346 років тому
01 Since September - Since September Album (2015 - 2016)
Please, source code github link ;)
Try Zig! Best thing to come out of C and c++!
boooooring. another static octree renderer
you mean, final model isnt animated like in john lin's sandbox?
The main goal of this project is to create a feeling of nature. Firstly, as I think, it should be spacious. I've tried another solutions [1-3] to make the scene dynamic, but these ones do not deal with huge scenes. Now I'm focusing on the scene size. Maybe there's a golden mean with use of dynamic particles or so over the static scene, but for now I have no answer [1] ua-cam.com/video/1E_5YfIoM3I/v-deo.html [2] ua-cam.com/video/nYZfrOqnJd0/v-deo.html [3] ua-cam.com/video/xVeq__BfoB8/v-deo.html
@@danygankoff i know that in john lin's sandbox animated voxels are acutally just rasterized polygons within voxel volume, so its kinda stupid (for those who says static voxel rederers are boring) to expect that the entire volumetric canvas could be updated in realtime.
If you're using a ring buffer, are you somehow ensuring only the Least-Recently-Used voxel data falls off the end and gets discarded? Or does voxel data that you still need for the next frame just fall off the end of the buffer and get re-acquired immediately again afterward?
You are right with your idea. I want to implement LRU (like as @voxelbee described), but I'm in search for optimal measure or criterion (sorry for my English) to select (and do it fast) from voxels I have. In this video it's not done. For now, I only delete nodes on down-top merging and this could cause overflow
dope
Какая красота !!! Как будто погружаешься в мировой океан , сколько труда в этой работе!
Yay Daniil! 🧙🏾♂️
Hey Daniil, glad to see you post again! I wish you explained more what a progressive ray traversal algorithm is, as its something even I personally am not familiar with, and I think people would be interested to know!! Edit - the explanation part didn't make a lot of sense to me, it sounded just like it was addressing the issue of streaming voxel data. Maybe I am missing something
Maybe it makes sense to separate the idea of "streaming," which deals with the CPU->GPU flow of data, from the thing that determines what data needs to be streamed next. This determination of what is needed next might be what Daniil is calling a "progressive" approach, referring to the last-frame dependency each new frame has. Just my guess.
@@delphicdescant, thanks for your clarification. You are right. In this video I do not accent on voxel streaming but on the data to select for the next frame. @GabeRundlett, nice to meet you on my videos. Again, really love your work. I will try to explain more the details in the next video. In this one, I do not focus on the explanation but only brief what I'm working on.
Very cool
Incredibly impressive and amazing
how did you do the skybox?
yo which language do you use?
this is so sick! Ive been wanting to create something like this or at least start trying to. For someone who is relatively experienced in programming but not at all experienced in low level implementations or rendering, do you recommend just starting on the Vulkan tutorials to get into this? I generally just dont really grasp the elements that would be needed to build something like this so any resources are appreciated.
Also wanted to ask how you store your octrees to maintain their relationship with one another, I'm assuming each scene is multiple octrees
Воистину год получается богатым на разработчиков вокселбных движков. Гейб, Xima, Douglas, а теперь и Даниила
here we see preview of next gen console gaming
Very beautiful
Very impressive work, love to see it!
О вы из Англии
Broda i can see the next era of gaming through your eyes
Awesome! Keep it up
So you're working in Rust? Very based 🦀
Hey, rustacean ❤️ Nice to see you on my channel. I really love what you are doing with voxels 👍
That's very beautiful!!!
Welcome back Daniil. 🧙🏾♂️
yoooo
Youve no doubt made an impressive program but the cinematic editing makes it looks like a pre-baked fake thing
The next video is for you 😉 ua-cam.com/video/1E_5YfIoM3I/v-deo.html
My eyes are bleeding
could you share what resources you learning to code this from?
Fantastic! Every aspect of this comes together masterfully to create a living world. Being in it for even a minute is absolutely enchanting, and I can't wait to see more of your work!
right now the shadows are too sharp, especially on the grass. add global illumination to fix this, or some ambient lighting approximation
Keep up the good work!
working with vulkan sounds like torture.
wow
awesome! need more !!
this looks sick!!!
please source code github link
That's a lot of voxels!
I love this
Its true voxels, i think 90% videos presenting 3d cubes not voxels.
Voxels are 3d cubes
No, i see here rectangles in 3d, check first voxel engine Comanche dos game
Voxels are pixels in 3d not cubes, typical fake voxels we can se in Minecraft. If your opinion was a true that voxels are cubes, will be not different between voxel engine and typical polygon vector graphics.
@@djaccount5458 voxels are just values on a 3d grid. Here they are rendered shaped like cubes
Jest they have x,y,z values, if voxel are bigger if they are closer to camera, but in this example I see squares (rectangles) not cubes, maybe I have to small resolution in phone :) Never mind, Marry Christmas, i have little time today :) cheers
Maybe it’s fine to use lots of memory if rich physics and interaction with all the voxels is what you want. Seems that vastly more RAM and GPU memory is going to be the trend anyway with the AI stuff.
🙂👍
Rust! Awesome a Rust project! Love to see it!
I just found your channel and it looks really nice! What do you use to model the trees/terrain and how do you get those animations working? Is it just an offset based on time and a sinus wave?
Thanks for the feedback ❤️ Check out [1] video description about the animations and [2] comment about the tree generation. Maybe someday I will make a video describing the internals of the project. [1] ua-cam.com/video/xVeq__BfoB8/v-deo.html [2] www.reddit.com/r/VoxelGameDev/comments/10g9gyh/comment/j5bwj6s
Thank you for your response! I will definitely look into that! I am also thinking about making my own Ray traced voxel engine (have been for quite a while now) and i have recently looked more into ray marching. It seems like ray marching is a cheaper way of achieving basically the same result (especially if you can optimize the distance functions by using an octree). What is your opinion on ray marching vs tracing for voxels?
Are you using signed distance fields to trace the image?
No, not in this implementation. It is DDA advanced with some logic to skip empty octree nodes.
This is so cool 🤯 can't wait to see where it goes!
Hey, John. I am so glad to see you here on my channel. It could be considered, you have contributed a lot to this project, because the work you have done is extremely inspirational for me. Me [and I hope, the whole volumetric data explorers community] are waiting for you to return to this game 😉
I love the second oneee
show me u codz pleaz! great job!