software-mansion / software-mansion/TypeGPU

Create more performant voxel rendering example

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Dominant language
TypeScript
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Merged PRs (30d)
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Description

Current voxel rendering example is based on the classic Raytracing technique and doesn't work well for not very small grid dimensions. We should create a new example, based on the previous one, that doesn't check intersection with very voxel, but rather, for example, follows the ray from origin, finding first intersection and moving on to the closest intersecting neighbor and continuing on this operation until the intersecting voxel is active.

Contributor guide

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by locating the existing voxel rendering example referenced in the issue and compare its ray-intersection loop with the proposed traversal. Create a separate example that follows the ray through neighboring voxels instead of checking every voxel, and verify that it renders active voxels efficiently on larger grid dimensions.

Written by the indexing model from the issue text.

Assessment

Tech stack
typescript
Domain
computer-graphics, performance
Issue type
Feature
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
35/100

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