Animated Sparse Voxel Octrees: In-depth pt 2/3
Uploader Comments (radulphi)
Top Comments
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There are some really cool ideas here.
Once you get all three parts up, I'll be sure to start sharing this with people.
All Comments (18)
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@Rubuler it's in the vid info above the link is to a page which links to a pdf.
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it is that bwm that I want get !
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@buzinaocara In theory it would. But I restore the octree property (all child nodes lie completely inside their parent node) by stretching the voxels/enlarging their bounding boxes. Though this doesn't break the algorithms you mentioned, it makes them more costly (for example a bigger BB means more ray hits => less optimization potential). This issue is also covered in part 3/3.
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1) Voxels are not memory efficiant. When you say something stupid like 1 bit per voxel, that does not contain color, or normal, or texture information. Once you add that, BAM your out of memory.
2) i dont know about that
3) LOD such as octree can be applied to triangles, so this is not a advantage of voxels
4) streaming has nothing to do with voxels vs triangles, so this is not a advantage of voxels
5) voxels only have color, no texture, so texturing is a disadvantage of voxels.
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This is so stupid. Scaling the voxels to fill the gaps is a horrible soloution. This will break rendering optomizations that expect voxels to have a constant size, and orientation. You re-invented the wheel, and now its jagged, and blocky. Your wasting your life playing with cubes, when the rest of the world is rendering triangles at rates you will never, ever achieve with voxels.
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This is awesome. Thank you so much for explaining how sparse voxel octrees work in and understandable way. I couldn't find anything helpful on Google. So this was great, not to mention incredible!
This is good work... you have essentially a point-based renderer using octree as bounding volume hierarchy. A sphere tree might have been used instead to circumvent the rotation problem (not to take anything away from your solution, which is very nice).
See also "ManyLoDs: Parallel Many-View Level-of-Detail Selection for Real-Time Global Illumination" which discusses a sphere-tree-based point renderer.
theb1rd 7 months ago
@theb1rd Thank you for your input, your observations are right. I'll check out the paper you mentioned.
radulphi 7 months ago
Where can I read your thesis? Can't find it.
Rubuler 9 months ago
@Rubuler there's a link to my homepage in the video description -> Animated SVOs -> asvo.pdf
radulphi 9 months ago 6