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GigaVoxels : High Quality Realtime Sparse Voxel Octree Ray-Casting

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Uploaded by on Feb 17, 2009

This video illustrate our GigaVoxels rendering pipeline. It is based on sparse octree ray-casting of very large voxel scenes.
Our corresponding I3D research paper can be found here :
GigaVoxels: Ray-Guided Streaming for Efficient and Detailed Voxel Rendering
http://artis.imag.fr/Publications/2009/CNLE09/

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Science & Technology

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  • Mightily impressive visuals, indeed, but everything shown here is static models and environments. Putting all this into a dynamic virtual world would require some extra massive computational resource, as all tree-bounded structures out there. And the memory requirements for hi-detailed definition are quite pressing, too.

    But Voxel have a big advantage -- a truly "natural" LOD scaling system for both shape and surface detail, as they are a single defined structure, unlike triangle rasterization.

  • there is a videogame based on voxels.... its called outcast and its from 1997 AFAIK^^

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  • Argh. I can't post links here. Please look at my profile if you're interested in the iOS voxel renderer.

  • Very interesting! Any chance I can try the models with my iOS renderer?

  • 2:15 is like a maze in hell.

  • I think tesselation has eliminated the need for LOD Voxel rendering techniques for a while. I can scale level of detail on basically anything as much as I want using tesselation

  • This looks much more advanced than "Unlimited Detail"'s voxel engine.

  • @YourPreciousOne I completely agree with you, and well done GigVoxel a lovely piece of tech your showing here.

    With respect to the voxel nemesis that is animation Dennis Bautembach has done work on animated sparse voxel octrees there is a significant performance hit but the work is still very impressive. In the short term perhaps we will see a hybrid engine with voxel based static geometry and polygon based animation as we saw with doom which used sprites and polygons.

  • Åh, it's beautiful! :D

    ... but that last example was truly gross! @~@

  • @MetrotomX5 We moved away because we didn't have the computer power to run games with voxels, THATS WHY!!! Imagine a whole game like this, 0.00000000000000000001FPS at best!

  • Aspect ratio FAIL.

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