5 ms·
And there are no moving objects in this demo. Voxel animations are much harder than poly animations. Then there is memory. The elephant is looking great, no do
by tintin 15y ago
And there are no moving objects in this demo. Voxel animations are much harder than poly animations.
Then there is memory. The elephant is looking great, no doubt about that. But I think you will need a lot of space for it. On a PC this might work, but I'm not sure it can be used on consoles.
- badmonkey0001 15y agoThat and I don't know of anyone (outside of using them as particles) that has successfully created collision models with voxels in real time. The collision calculations of just a few of their scanned rocks and a ground plane would be plenty complex - a whole scene perhaps even a little insane given today's specs. They might have to resort to polygonal collision models in the same way that polygonal games end up using low-poly collision models (with the same pitfalls such as moonwalking, blocked projectiles or mystery-bouncing).
- tintin 15y agoYeah I think so. A tree-lookup can make things easier, but then you have to estimate the bounce direction. But overall it's a great demo. And you see more and more games using voxels for surroundings. So ofcourse you could combine this technique with polys.
- badmonkey0001 15y agoThe more I think about it, the more I realize that of the three pure voxel problems (rendering, animation and collision), rendering is probably the low-hanging fruit - Though I'm not sure if creating a hybrid poly/voxel engine is any harder or easier. Here's to at least getting a hyper-real Myst someday :)
- onemoreact 15y agoCollision need not be at the same resolution as the rendering which should help. But animation is probably limited by how much of the scean changes. If it's a small percentage of the enviornment removing the old objects and adding the new ones should be reasonably fast. Or if it's a small number of objects you could always keep them in a seperate tree and translate a ray in the main scean with one for the moving object.
- albertzeyer 15y agoWhat about this: http://www.youtube.com/watch?v=Gshc8GMTa1Y&feature=related http://www.youtube.com/watch?v=Gshc8GMTa1Y&feature=relat...
- wtracy 15y agoAs far as I can tell, they're not doing any voxel-voxel collisions. Mesh-voxel collisions sound much more tractable.
- badmonkey0001 15y agoSorry for the belated reply. Yeah, I saw Atommontage and it's quite interesting. Despite the realism of the track marks left and suspension movement, the truck still seems to exhibit some unnatural "floating" feeling. These are the very pitfalls of dealing with lower-res poly collision that I was speaking about. Kind of an uncanny barrier for movement. I do feel that this author is a bit further along at something ship-able than the Euclideon folks are though.
- modeless 15y agoThey are using point clouds, not voxels. Animation should be easier without the grid restrictions of voxels, though it really depends on their acceleration structure (which they're not saying anything about, in addition to the specs of that machine they're running on which are undoubtedly beastly).
- benjash 15y agoAgreed, not very impressed. Realistic movement is a more important factor than detail, you can have 8 cubes move fluidly enough to immerse in. 1,0000,0000,0000 polygons seems un-important when you have pixel shader's and normal mapping. Maybe they should of made duke nukem forever with this engine, as it seems like its from a similar era. The new frostbite engine 2 a million times amazing, because of the dynamic lighting and radiosity. Plus the amazing fluidity of the animations.
- spyder 15y agovoxel animation: http://www.youtube.com/watch?v=Tl6PE_n6zTk http://www.youtube.com/watch?v=Tl6PE_n6zTk