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  •  Sparse Volume 2    
     Author: 
     Dated:  Saturday, December 06 2008 @ 11:50 PM NZDT
     Viewed:  187 times  
    Programming

    I've had another attempt at sparse volumes for my voxel-like renderer. A bit late though, I've been thoroughly beaten to it. Not that surprising, considering how many years I've been chipping away at it (and, lately, just plain neglecting it).

    This sparse volume is much simpler than previous attempts, and as such, works quite a bit better. I've got a 2048^3 volume working, with floating point radii, and it's taking around a gig of ram. And let me say this: You have no idea how big a 2048^3 volume is. Here's a picture:

    You see each of the little squares on the left? They're 8 grid points across. Each 8^3 bunch of radii is coloured like a colour cube. There are artifacts, but I don't care at the moment. I'm tired.




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    Sparse Volume 2 | 2 comments | Create New Account
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    Sparse Volume 2
    Authored by: BlindSide on Wednesday, December 10 2008 @ 12:41 AM NZDT
    Nice to see some code for a change! Just to clarify, the IOTD from Inigo use Distance Fields, It's not entirely related to SVOs, info on distance fields is pretty sparse (Pun intended?) on the net but I found a nice article about Julia Sets that I think explains the concept quite well: http://www.devmaster.net/forums/showthread.php?t=4448

    Cheers
    Sparse Volume 2
    Authored by: Razor on Wednesday, December 10 2008 @ 09:25 AM NZDT
    I actually use distance fields too. I've been calling it a voxel renderer simply because that was the closest thing I could find when I started about 4 years ago. The voxel octrees thing is the more out of place link, but it's still a volumetric renderer, and may actually have quite a few similarities... I should really try to find some more info on that technique.