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Tuesday, November 25, 2014

Instance Voxelization

We are finishing the voxelization features in Voxel Studio.  Here is how it looks like:


At only 40x80x40 voxels it is a good reproduction of the Buddha. You can still see the smile and toes.

This computes 12 levels of detail so when this object is distant we can resort to a much smaller representation. If you know what texture mipmaps are, you'd see this is a very similar concept.

The LOD slider produces a very cool effect when you move it quickly: you can see the model progress quickly from high to low resolution.

And here is the Dragon at 80x80x50 voxels:


10 comments:

  1. Might be a good idea to use smoothing groups for normals to impress viewers even more. =)

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    1. Right... even more impressive would be to show voxelization that preserves artist made UV mapping.

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    2. start by turning the uv-seams into a spline surface that just projects whatever is around it ?

      -fleeky

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    3. smoothing groups?! Thinking about smoothing groups was a good idea in the 80s. Luckily we know now that it's all about vertex normals and smothing groups do in fact not exist ;]

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    4. I wasn't old enough in the 80's, but smoothing groups are still alive and well in the 2000s, they just tell you which normals get replaced by an average of usually all other normals at the same vertex.

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  2. You can't mention the LOD slider effect and not show us! Come on, just a little animated gif. Bonus points if it loops seamlessly.

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    1. Just did a new post with two GIFs, here is one: http://3.bp.blogspot.com/-Bj6kngSlrro/VHjXHnsbaxI/AAAAAAAAHNc/EmoKFpNL8-w/s1600/ProgressiveLOD.gif

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  3. Do the colours represent specific information, or are they just randomised to make visualisation of individual voxels easier?

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    1. Just random colors so we can see where voxels are.

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    2. Ah I thought they were surface normals, thats why I mentioned smoothing groups, sorry!!

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