Heterogeneous sparse voxel octree raytracing
This volume renderer was made as part of the dissertation I completed for my bachelors degree.
It first converts the scene into a sparse voxel octree format, which can then be traversed efficiently for real-time raytracing.
The transparency works by sampling iteratively at points through refractive mediums and the volume can even have a heterogeneous refractive index (i.e. it changes throughout the medium).
My dissertation itself can be read at the link above and the source code is also available.
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