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As someone who has worked with GPUs and software renderers for over a decade: I am pretty sure that their tech depends on a few types of repeatable data, which
by gavanwoolery 15y ago
As someone who has worked with GPUs and software renderers for over a decade:
I am pretty sure that their tech depends on a few types of repeatable data, which they are able to cache effectively based on rotation -- in other words, they have come up with an efficient way of querying the front-facing voxels in a large set of data based on the resulting view matrix. Where this falls flat is if the data is not procedural, or it is not diverse - as you can see in the video, there is a bunch of the same data copied over and over. However you compress it, such detail is not free and I am guessing there is a lot of data that depends on a good deal of memory/storage to work properly.
I am not so worried about animation or dynamic lights or textures as everyone else is. If they can render it to a buffer and get the normals/depth/UV coordinates, the rest of the rendering can be done in screen-space, including SSAO, deferred lighting, and similar rasterization tricks. Animation can also be rendered on top of the scene, and intersected with the former depth buffer. The only thing I am worried about is the size of the data set and ability to create more diverse landscapes.
- gavanwoolery 15y agoAlso, for those interested in seeing a LIVE demo of very similar technology, there are many examples, but here is one: http://voxels.blogspot.com http://voxels.blogspot.com It is not likely to be the exact the same technique, but I am guessing they are using similar methods.