Victor Careil Profile picture
Jul 20, 2022 3 tweets 2 min read Read on X
Voxelizing a photogrammetry mesh to render it in Unreal Engine

Using voxels makes it lightweight to render and allows for extremely easy & speedy edits

1/3

#ue5 #voxel #lidar #photogrammetry
Voxelization is fully GPU-based and only takes a few minutes for huge meshes (several GB)

Collisions are fully supported, only loading the area around the player to reduce perf impact

2/3
The photogrammetry mesh was created in DJI Terra by @TotalviewVR

Combined with the voxelized LiDAR interiors, this is going to make a pretty fun package :)

If you're in the visualization industry & want to learn more you can contact us at contact@voxelplugin.com

3/3

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More from @phyronnaz

May 1, 2023
@Slayemin Thank you! All of that makes a lot of sense to me. The screenshot looks very nice, but it doesn't feel real 🤔

With @voxelplugin I want to add a way to easily simulate geological events in a somewhat accurate way, so this is very helpful!
@Slayemin @voxelplugin "somewhat accurate" might be a bit strong here. For example, all it would do here is:
- you have a base brush to generate basalt columns
- you'd have a "tectonic displacement" brush that you'd use to generate the S shapes etc

You could then create multiple layers of these, and
@Slayemin @voxelplugin carve into them using some river brush or similar to expose all the different layers.

We could also imagine letting the player dig, exposing the multiple layers as they go down.

Even if we can't manage to get to the amazing visual quality Jedi Survivor rocks have, I feel
Read 5 tweets
Jun 5, 2021
I've been digging into @UnrealEngine 5's Lumen yesterday to make it work with my voxels.

Here's what I learned along the way, if anyone's curious

(if I say something wrong please correct me :) )
I'll use the following scene as an example: a sphere with a colored emissive material, a white plane and no light whatsoever
For reference, here's how it looks without Lumen
Read 17 tweets
Jun 5, 2021
Made some progress on the integration of @UnrealEngine 5's Lumen into @VoxelPlugin

Cards are now properly generated, splitting chunk meshes if multiple faces are overlapping in a direction.

Distance fields still need some work though :)

#ue5 #screenshotsaturday #voxel #gamedev
As you can see below, this is not screen space anymore but proper GI!
The generated distance fields are kind of a mess for cubes though. I tried to switch to cube instances to render the DF, but it's not working very well & is pretty slow.

I'll see if I can figure out a nice DF grid alignment to better represent the cubes.
Read 5 tweets

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