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If I read that blog post correctly, it's a model to infer normal maps from textures, not a new way to render geometry. The article in this thread is more about
by zellyn 2y ago
If I read that blog post correctly, it's a model to infer normal maps from textures, not a new way to render geometry.
The article in this thread is more about a small-voxel-based representation of displacement maps. A tool like Deep Bump could conceivably be used to aid in the creation of texture assets for the system discussed in this thread.
- Animats 2y agoYes, it's a model to infer normal maps from textures. Then you can use a modern PBR renderer on old content and have a better illusion of depth. It doesn't introduce the blockiness of voxels.
- ricardobeat 2y agoIt seems the blockiness of voxels is the whole point. Applying normal maps to low-res textures doesn’t look good and completely changes the look. Generating high-res textures from the originals makes it even worse. This voxel approach preserves the aesthetics of the old pixelated (now voxelated) graphics in a much more pleasing way.