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So Sparse Voxel Oct-trees (SVOs) have been around for a while now. NVIDIA heavily invested in researchers for this. However, the existing workflow for game / mo
by __phantom 9y ago
So Sparse Voxel Oct-trees (SVOs) have been around for a while now. NVIDIA heavily invested in researchers for this. However, the existing workflow for game / movie assets is polygonal in nature, making this a really niche technology. They've instead focused on Bounding Volume Hierarchies (bVOs) which allow for fast ray tracing into traditional models / with normal materials.
- audunw 9y agoI don’t think voxel engines need to work with only voxels. The environment could be, but animated models should probably still be polygons. So the challenge is you don’t just need fast voxel rendering, you need fast 3D rasterization into an optimized data structure (like sparse voxel octrees). I don’t think this will pay off until game engines do absolutely massive amounts of physics and lighting simulation. But I think it’s inevitable. You’re already seeing indirect lighting engines using low resolution sparse voxel representations of the world.