tag:blogger.com,1999:blog-3779956188045272690.post8916325315987266111..comments2024-03-22T01:46:59.425-04:00Comments on Procedural World: UV-mapped voxelsMiguel Ceperohttp://www.blogger.com/profile/17586513342346629237noreply@blogger.comBlogger14125tag:blogger.com,1999:blog-3779956188045272690.post-43745396260563161522015-03-24T20:50:56.314-04:002015-03-24T20:50:56.314-04:00Thanks... Looked at your artwork, it is very good....Thanks... Looked at your artwork, it is very good. Congrats!Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-83028241446385019882015-03-23T19:23:36.090-04:002015-03-23T19:23:36.090-04:00Miguel, this is exciting. You're taking voxels...Miguel, this is exciting. You're taking voxels in a great direction.Dixon Leavitthttps://www.blogger.com/profile/12047983633041483490noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-33093668876400637072015-03-23T17:21:41.994-04:002015-03-23T17:21:41.994-04:00As an archaeologist...well it would certainly be m...As an archaeologist...well it would certainly be more authentic than Lara Croft. :Dpdurdinhttps://www.blogger.com/profile/17009164000358908795noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-23094152039122504232015-03-23T14:52:57.151-04:002015-03-23T14:52:57.151-04:00Yes, saw it a while ago. The proposed method in pa...Yes, saw it a while ago. The proposed method in particular is too dependent on symmetry and not very artist friendly, but it would make for a nice method to interpolate the interior of objects given a few content "slices".Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-9639420714160355992015-03-23T14:45:35.194-04:002015-03-23T14:45:35.194-04:00LOD for uv-mapped voxels works the same. If there ...LOD for uv-mapped voxels works the same. If there is not enough voxel resolution there will be aliasing issues. The UV mapping holds, as we already are able to remap from one mesh density to another.<br /><br />GPU tessellation is tempting, but there are some pitfalls. Anything that changes your geometry on the GPU may not be available CPU-side. You will have to either read it back to host memory or re-compute it on CPU side.<br /><br />GPU or now, the principle of using displacements to add procedural detail is something we do all the time. The interesting bits moving forward is to provide a really volumetric surface, instead of just a displacement value which is kind of a hack.Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-4218575513544445692015-03-23T14:36:46.024-04:002015-03-23T14:36:46.024-04:00Destroying animated things does not change much. I...Destroying animated things does not change much. If you had 100 static zebras and started blowing them to pieces it would be the same load for physics. Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-9020196366430779352015-03-23T12:10:45.142-04:002015-03-23T12:10:45.142-04:00Archeology sims... fascinating. It would probably ...Archeology sims... fascinating. It would probably be enough to give these voxels different "hardness" and then a tool that removes only softer materials.Piotrhttps://www.blogger.com/profile/14640796587430542268noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-26401554579040268592015-03-23T11:52:52.236-04:002015-03-23T11:52:52.236-04:00Have you seen this type of volumetric model?
Volu...Have you seen this type of volumetric model?<br /><br />Volumetric Modeling with Diffusion Surfaces<br />https://www.youtube.com/watch?v=gFQKMCF2jqs<br /><br />http://igl.ethz.ch/projects/diffusion-surfaces/<br />"Diffusion Surfaces are, conceptually, an extension of diffusion curves to 3D volumes."<br /><br />Diffusion Curves<br />https://www.youtube.com/watch?v=lEVe7vU5WiUPatricknoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-38011490963739335282015-03-23T06:19:55.182-04:002015-03-23T06:19:55.182-04:00Been following this project for maybe 2 years now ...Been following this project for maybe 2 years now (or more, lost count). You never fail to surprise me :)<br />How does those models in particular handle Lod? From what i've seen, you're terrain has have quite the consistency even in the lowest level of detail.<br />However not really sure about the zebra, due to its size being close to the minimal size?<br /><br />Just been speculating a bit about tesselation if it somehow could be used as a way to procedurally generate surfaces for a terrain:<br />A little bit like this. But more of like on the larger planes.<br />https://www.youtube.com/watch?v=bkKtY2G3FbU<br />If the tesselation relied on data based on procedural generation (unique data for each plane/triangle) and not man-made maps/textures.<br />Could it perhaps generate a larger detail level?<br />Short thought would be bezier triangles for the shape. then maybe adding some randomness from terrain data.Borkonautnoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-22505469496251469142015-03-23T05:28:17.927-04:002015-03-23T05:28:17.927-04:00Miguel, assuming these voxel creatures (zebras etc...Miguel, assuming these voxel creatures (zebras etc.) became animated, and assuming we were attacking 100s of them in-game, wouldn't it become too demanding on servers to simulate the zebras falling apart (assuming there's physics involved and it isn't just visuals)? <br />Because, wouldn't the server need to simulate the physics and then send it back to each individual client in the nearby area of the event? Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-4470034423038754632015-03-23T05:22:09.841-04:002015-03-23T05:22:09.841-04:00This software is going places =D.
Also: Potential...This software is going places =D.<br /><br />Also: Potentials for archaeology sims!<br /><br />Anyway, the animation stuff also seems really cool, is that what you guys will be persuing next?Kamicahttps://www.blogger.com/profile/09074839497845172950noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-19283689412707719882015-03-22T22:39:13.404-04:002015-03-22T22:39:13.404-04:00"Yes, if you dig carefully enough to remove d..."Yes, if you dig carefully enough to remove dirt voxels only, you would find the textured legs."<br /><br />That's too cool!!Reavenhttps://www.blogger.com/profile/08421187431956440223noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-77901874272783259372015-03-22T19:08:34.688-04:002015-03-22T19:08:34.688-04:00Yes, if you dig carefully enough to remove dirt vo...Yes, if you dig carefully enough to remove dirt voxels only, you would find the textured legs. Also if you changed the terrain generation rules and made the terrain a few meters lower. The legs are there, they are not picked up by the surface creation because they do not contribute to the visible surface.Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-79157335122920770952015-03-22T19:02:24.306-04:002015-03-22T19:02:24.306-04:00Question about the half-buried leopard, if you wer...Question about the half-buried leopard, if you were to dig around it, would you find its legs again? Fully textured?Kamicahttps://www.blogger.com/profile/09074839497845172950noreply@blogger.com