Very barebones CPU Voxel Raycaster
This is the basic raycaster I used to generate visualizations for my Out-Of-Core Sparse Voxel Octree Builder (ooc_svo_builder repo) publication. It is designed to work with the .octree file format that is a result of that pipeline.
The code was never published as part of the publication. People have been mailing me over the years for a tool to visualize the output of ooc_svo_builder, so here it is. Note that this code is +5 yrs old and has been unmaintained since, so it will require some work to get started, but can help you if you want to research the topic further.
I'm trying to get the project in a workable state state again. Here are some build notes for other adventurers:
- Converted to VS2019 solution
- Requires trimesh2: My ready-made fork can be found here)
- Requires GLFW: Only very basic window creation / keyboard functionality / OpenGL context setup is used, so it should be fine to use any recent version of GLFW.
- Requires glew: Again, only using this to grab OpenGL extensions. Any recent version should do.
Behold my horrible control scheme
- Numpad 4-6: Camera left right, 8-5 up down, 7-9 forwards backwards
- i : save screenshot in PPM format
- p : toggle between renderers (Included are: Diffuse, Depthmap, Intersection Test counts, Normal Map, Octree levels)