NERDGASM ALERT: Detailed Rendering of CG just got infinately better. The polygon is dead, page 22


Pages: <<  19    20    21    22    23    24    25  >>
ATS Members have flagged this thread 170 times


reply posted on 4-8-2011 @ 12:56 PM by john_bmth
reply to post by R3KR



Hmm... How about carbon neutral voxel engine? We could offset the power consumption by planting trees! Who's with me?


reply posted on 4-8-2011 @ 03:14 PM by polit
reply to post by Uncinus





Notch knows exactly what he's talking about. He's a voxel expert. Minecraft runs on a voxel engine.

I'm the former technical director of a large game developer (Neversoft), and a technical writer for Game Developer magazine with over 30 published game programming articles.


If all the above is true, how come you incorrectly think Minecraft is a voxel engine?
edit on 4-8-2011 by polit because: fixed quote



reply posted on 4-8-2011 @ 03:29 PM by Uncinus
Originally posted by polit
reply to
post by Uncinus





Notch knows exactly what he's talking about. He's a voxel expert. Minecraft runs on a voxel engine.

I'm the former technical director of a large game developer (Neversoft), and a technical writer for Game Developer magazine with over 30 published game programming articles.


If all the above is true, how come you incorrectly think Minecraft is a voxel engine?


The above is all true. Voxels refers to the underlying data structure of a regular 3D grid. A voxel is a "volume element". Minecraft is not a pure voxel engine in that the voxels are textured rather than solid, but the principle is the same, and most game developers would refer to the individual cells as voxels. For example, the author of the primary industry textbook on real-time rendering, Eric Haines (who knows a lot more than me about rendering)

www.realtimerendering.com...

I wanted to run through a few graphical bits about [Minecraft]. First, the voxel display engine is surprisingly fast for something that runs in the browser. Minecraft uses the Lightweight Java Game Library to drive OpenGL. Max McGuire figures that the program tracks the visible faces, i.e. all those between air and non-air, and then brute-force displays all these faces (using backface culling) within a given distance.



reply posted on 4-8-2011 @ 04:05 PM by polit
Originally posted by Uncinus
Originally posted by polit
reply to
post by Uncinus





Notch knows exactly what he's talking about. He's a voxel expert. Minecraft runs on a voxel engine.

I'm the former technical director of a large game developer (Neversoft), and a technical writer for Game Developer magazine with over 30 published game programming articles.


If all the above is true, how come you incorrectly think Minecraft is a voxel engine?


The above is all true. Voxels refers to the underlying data structure of a regular 3D grid. A voxel is a "volume element". Minecraft is not a pure voxel engine in that the voxels are textured rather than solid, but the principle is the same, and most game developers would refer to the individual cells as voxels. For example, the author of the primary industry textbook on real-time rendering, Eric Haines (who knows a lot more than me about rendering)

www.realtimerendering.com...

I wanted to run through a few graphical bits about [Minecraft]. First, the voxel display engine is surprisingly fast for something that runs in the browser. Minecraft uses the Lightweight Java Game Library to drive OpenGL. Max McGuire figures that the program tracks the visible faces, i.e. all those between air and non-air, and then brute-force displays all these faces (using backface culling) within a given distance.



I guess I didn't actually intend to doubt your qualifications. Everything in Minecraft is still a polygon (or sprite), they just save on calculations by having all polygons as aligned cubes. Yeah, the representation of the map is chunky voxels, I agree, but it is not a voxel engine.


reply posted on 4-8-2011 @ 04:07 PM by undo
this reminds me of what i'm talking about.


it would have to be conceivable before it could be constructed, meaning that someone's got some hefty software out there that creates microscopic level of detail in order to construct the nanobot factory


reply posted on 4-8-2011 @ 04:19 PM by Uncinus
reply to post by undo



Not really, like I said earlier the units are not important. There's no difference between modeling small things and modeling large things.


reply posted on 4-8-2011 @ 06:03 PM by Limbo
Originally posted by Uncinus
Originally posted by Limbo

Let's assume his world his world is made up of instanced octrees he still has to intersect a ray with the tree.
Since the distance to the tree is not a power of 2^n he could use a line stepping alg like you say. or he has to use multiplies to find where the ray hits the tree. (I know which one I would choose)

Speculating (not really thought about it)
What happens if he doesn't do it that way, he collects all the trees in the view somehow and figures out what nodes he can throw away by some kind of sieve?

Then he does the ray calcs based on the nodes per pixel (He already knows the tree from the sieve just needs to compute the ray hitting the solid cube.)


You could build a world from a collection of arbitrarily scaled SVOs. But then you no longer have the single render per pixel, as they would overlap each other, and you've have different rays in local space.
edit on 4-8-2011 by Uncinus because: (no reason given)


but this is how he says it is done in his videos. The storage space would be impossible otherwise and Notch would be right. Since he is overlapping trees how does he pick the right pixel as he claims.
his would contradict the one point per screen pixel that he claims thus

He is either using one tile per space block OR as he says in his grains of dust comment each grain of dust is
an atom etc. (In which case overlappying) Since 2 trees can occupy the same space it is undefined what he picks so he would ahve to sample 2 or more together.

edit on 4-8-2011 by Limbo because: Removed a comment due to observation in video about showing whole world.



reply posted on 4-8-2011 @ 06:15 PM by Limbo
Originally posted by undo
this reminds me of what i'm talking about.


it would have to be conceivable before it could be constructed, meaning that someone's got some hefty software out there that creates microscopic level of detail in order to construct the nanobot factory


If you think about points in space you can stick as many as you want per unit because they don't have volume.
Pages: <<  19    20    21    22    23    24    25  >>    ^^TOP^^



Pokemon discovered in Venezuela
  Posted 14 days ago with 47 member flags
89-Year-Old Man Develops Bladeless Bird-Friendly Wind Turbine
  Posted 11 days ago with 45 member flags
Amazing snowflake images that you have never seen before.
  Posted 14 days ago with 44 member flags
Energy Solutions THEY don\'t want you to know about
  Posted 14 days ago with 35 member flags
Does this video show a working self propelled magnetic engine?
  Posted 7 days ago with 31 member flags
Viruses: alive or not?
  Posted 11 days ago with 30 member flags
NASA reveals secrets it has hidden on the Curiosity rover.
  Posted 17 days ago with 29 member flags