Voxel engine based on octal trees and adaptive octal trees.
- Implements Raw voxel model - analogy to surface representation.
- Implements Octal tree.
- Implements Adaptive octal tree (optimal coding inovation).
- Implements basic raycasting for Raw voxel models and Octal trees (including dynamic lighting).
- Includes testapp for basic model loading and viewing, lighting settings available as well.
- Includes voxconv (conversion_tool dir) which allows to conversion between implemented formats. Support for image sets and Ken Silverman .vxl format loading is also supported.
- Includes basics tests.
- Includes prebuilt docs in html and latex format.
Prerequisities:
- libsdl1.2-dev
- libsdl-image1.2-dev
- gcc, make
- unix system (Windows port not completed yet)
- 32-bit system (not all features implemented well for AMD64 yet)
Build:
make
cd conversion_tool && make && cd ..
There are several other make targets:
- make clang - build with clang instead of gcc.
- make fastgcc - build with lto options with gcc and native flags.
- make fastclang - build with optimized options of clang and native flags are set.
- make debug.
- make sse.
- testapp - ./testapp/testapp
- voxconv - ./conversion_tool/voxconv (help is printed)
- library binaries are placed in voxen/bin/ after successful build.
- Extract a .RFF file from Blood game (.KVX files contains voxel models), use tool (http://advsys.net/ken/kbarf.zip).
- Get CT or NMR scan as image sequence.
- Draw custom models and export via Goxel (https://github.com/guillaumechereau/goxel).
- Download models in .vxl format (Voxlap, Voxelstein) and use voxconv (http://voxelstein3d.sourceforge.net/).