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I think the question of how you are rendering your voxels is a technicality. Redering voxels does not to my mind imply a specific rendering technique any more t
by _0ffh 10y ago
I think the question of how you are rendering your voxels is a technicality. Redering voxels does not to my mind imply a specific rendering technique any more than rendering vector graphics does.
When I render a low resolution voxel image using vector descriptions of the cubes containing those voxels and then passing them through a rasterizer, is it still a voxel image? Certainly, because the image is natively described as a mapping from coordinates to present/not-present flags (and optionally color).
I can confidently say that the native description of the objects seen in that video is a direct mapping from 3d-coordinates to values. [Edit: So you can't just simply directly calculate an intersection point with a polygon. If you wanna cast a ray, you have to sample the mapping all along the way the ray is taking, in discrete steps, until you get a "hit". Optionally, you can then use e.g. bisection to get a more precise position of the intersection.]
For you edification, here's another video of a high-res voxel world. The voxel models used where converted from vectorized surface models. But the description of the models used by the renderer is a proper voxel description, maybe some octree-like thing, or whatever they came up with. https://www.youtube.com/watch?v=f3Ets6bWjEQ https://www.youtube.com/watch?v=f3Ets6bWjEQ