Animated Sparse Voxel Octrees: Introduction
Uploader Comments (radulphi)
Top Comments
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@TheExpertx4 The drop in frame rate comes from the shadow mapping which requires the whole voxel octree to be traversed twice (since it's rendered twice). Anyway, I've written the voxel renderer only for illustration purposes. The animation technique itself can be implemented with every kind of renderer. I'll cover that in the next vid - working on it.
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go work for bruce del?
All Comments (43)
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Wow this is amazing! It's one thing to see a static representation but to see this being directly affected to the underlying skeleton is fantastic! Great work...very exciting to see advancements in the realm of voxels!
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There is like stepless LOD. That is very useful to gain all around optimization.
Very cool, I'm thinking that this might someday(atleast 5-10 years) challange polygons.
Amazing, this technology needs few more another breakthroughs for the most common problems.
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thats minecraft HD, isnt it? :)
i think this model needs a little bit more resolution when each voxel is as big as a monitor pixel we will not need antialiasing any more
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he sounds like Bruno
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Amazing, keep up the good work!
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@SappYoda With the right tools it should be no different from painting weights on a polygon model.
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@radulphi very impressive, thank you.
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Good job, impressive!
Does it animate the voxels by an underlying, skinned polygon object, or is it just loading different keyframes like in those classic Quake 1+2 .mdl editors?
omma911 7 months ago
@omma911 The voxels are directly influenced by the skeleton.
radulphi 7 months ago
Although I suppose such techniques (128 high voxel characters), with pixel art, would be considered "too fun" for PHD paper. lol.
noobenstein 7 months ago
@noobenstein No, I haven't designed my octree data structure to be dynamic (alterable), but rather focused on the animation technique. Though it should work with a dynamic octree as well as it does with a static one.
radulphi 7 months ago 4