Voxel renderer


Voxel ambient occlusion, soft shadows and single bounce GI.
through use of a Monte Carlo raymarcher combined with spatiotemporal denoising I achieved real-time voxel ambient occlusion, soft shadows and simple GI.






High render distances
through use of hierarchical and LOD based raymarching combined with a depth prepass this engine can have incredible performance for rendering voxel worlds of up to a billion voxels (assuming instancing and memory usage not being an issue)
