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Modeling

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Unity - Download and Start Creating Games. [Addon] Corona Render Exporter v 1.8.1. Corona Renderer. Voxel. A series of voxels in a stack with a single voxel shaded Illustration of a voxel grid, each containing a color value. Voxels are frequently used in the visualization and analysis of medical and scientific data. Some volumetric displays use voxels to describe their resolution. For example, a display might be able to show 512×512×512 voxels. Rendering[edit] A volume described as voxels can be visualized either by direct volume rendering or by the extraction of polygon iso-surfaces that follow the contours of given threshold values.

Both, ray-tracing and ray-casting as well as rasterisation, can be applied to voxel data to obtain 2D raster graphics to depict on a monitor. John Carmack also experimented with Voxels for the Quake III engine.[6] One such problem cited by Carmack is the lack of graphics cards designed specifically for such rendering requiring them to be software rendered, which still remains an issue with the technology to this day. Gallery[edit] Voxel data[edit] Uses[edit] Oculus + unlimited detail (Euclideon) | Oculus General Development | Oculus Rift Developer Forums. A one-post account, ending with "Oculus + Euclideon = EPIC WIN and the future of simulation technology. " Seems legit. "Sounds simple enough then. Use Euclidean for the non-animated evironment then put the animated models in that environment. " A couple of points in response to that: First, the trend in games is towards more dynamic, animated, destructible, interactive environments. Second, it's evident from the demo videos that the Euclidean tech can do two things: it can 'search' a single monolithic, static point cloud, or it can multiply-reference chunks of point cloud within a 3D grid, a bit like old platform games where levels were built out of repeated bitmap tiles.

The single point cloud, which is the option that lets you actually build an environment freely, is impractical. What they've done is unquestionably very clever, particularly the fact it streams so quickly from 'slow' media like hard drives or USB sticks. A sorting based rendering method | Voxel-Engine. Rasterization, ray tracing, ray casting and splatting are well-known rendering methods. At Euclideon they claim to have found a new method, which they call ‘searching’ or ‘sorting’. I think sorting is a good name and believe that it works as described below. Scene graph First you need a scene that you want to render. We want to be able to break down this scene into smaller pieces indefinitely, hence this scene needs to be represented as a tree of infinite size and height and no leaf nodes. It is stored in memory as a directed graph of finite size.

Each node models a part of the scene by describing how it is made out of other nodes. A few trivial examples of scene graphs: The line segment is made of two scaled down versions of itself. Culling Culling is the process of removing parts from the scene that are not visible. With frustum culling the parts that are outside the frustum of the camera are removed. With occlusion culling, the parts that are fully obscured by other parts are removed.