Camera coverage simulation using voxel

I am trying to make a camera coverage simulation where I need to find out what volume of the free space in my environment is effectively visible by my camera. My initial plan was to use the directional light to mimic the camera and see what portion of the environment is illuminated by the light source. However, I need to calculate the volume that is illuminated by this directed light source and there are also some objects that can block the light in my virtual environment. I don’t know how to calculate the volume illuminated by the light ray in panda3d. So, If any of panda3d practitioners have ideas on how to do that, I need some suggestions on calculating the volume illuminated by the light source.

Hmm… My instinct is to render the depth-buffer to an off-screen texture, and to then use that to calculate distances and thus volumes.

A naive approach might be to render this as usual, and to then treat each pixel as a tiny frustum, with length given by the depth-buffer. Since you know the image-size and the number of pixels, you can calculate the width and height of a pixel-frustum frustum at its near-end. From this it should then be possible to calculate the volume of the frustum.

Now, as I said, this is a naive approach. If a reasonable estimate is acceptable, you might perhaps perform a second render at lower resolution, and then use the resulting larger pixels for the frustum calculation. This should produce a volume of lower accuracy, but potentially do so rather more quickly.

Is there any efficient way to create voxelization of my room 3D model in panda3D?

I’ve not worked with voxels myself that I recall, so I don’t know, I’m afraid. :/

I made a stack of cubes in blenders.

So, What I want to do is load this object to panda3D and treat each cubes as individual node such that I can do ray collision on them and develop logic for each cube individually.
But, When i upload this model to panda3D, It will be one big node. How can I treat each small cube as individual node in panda3D? Sorry if it is too basic question, I am quite new to panda3D.
Also, I saw that we can divide one big cube into small cube using octree but can’t find good resources to do so. Can you also guide me on using octree in panda3D?

The problem is that you have to implement the generation of this array of cubes, procedurally. Which will give you the opportunity to assign and configure collision bodies separately.

As for octree, it’s just a class that contains a reference to the parent and its children, as well as the data it stores, in your case it will be geometry, namely cubes. It doesn’t depend on the engine, you should only use python.

While you should indeed find a single node on loading the object, you should also find that the node in question has your individual nodes as its children.

Thus you should be able to access your nodes either via calls to “getChild(node-index)”, or to “find(node-name)”. Something like this:

myModel = loader.loadModel("model")

# Get the first and fifth child-node of the model:
cube1 = myModel.getChild(0)
cube5 = myModel.getChild(4)

# Get the child-node of the model that has the name "someCube":
cube = myModel.find("**/someCube")

For more information on searching via the “find” method, see this manual page.