This demo presents my Master Thesis - Skeletal animation of voxel models.
Models are represented as Sparse Voxel Octrees with grid size 2048x2048x2048.
Renderer uses animated shell meshes to transform rays from word space to voxel space.
First - shell meshes are rasterized, next - for each screen pixel ray transformation is computed
and then ray casting in voxel space is used to determine visible voxel.
Voxel model remains always in it’s bind pose - it is never modified.
Method works in real time on GTX
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