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@yangyc 2017-09-10T11:32:24.000000Z 字数 3752 阅读 1022

voxel study summary

voxel


basic voxel from learning

https://en.wikibooks.org/wiki/OpenGL_Programming/Glescraft_1
https://en.wikibooks.org/wiki/OpenGL_Programming -> Glescraft
code: https://github.com/hlilje/dgi14-voxels

show more detailed voxel:

  1. use ray tracing and volumetric rendering from a Sparse Voxel Octree
  2. Isosurfaces (store voxel data, show by polygons generated by voxel)

optimize:

mesh:

https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/
https://0fps.net/2012/07/07/meshing-minecraft-part-2/

use worker to generate polygon:

http://procworld.blogspot.com/2010/11/opencl-first-iteration.html

smooth

use Marching Cubes
use Dual

chose chunk store structure:

https://0fps.net/2012/01/14/an-analysis-of-minecraft-like-engines/
interval tree: https://github.com/mikolalysenko/0fpsBlog/blob/master/MineBench/intervaltree.js

use svo for store chunk data?

http://procworld.blogspot.com/2010/11/space-warps-and-octrees.html

operate voxel model at runtime

dynamic water

http://procworld.blogspot.com/search/label/Water

texture

terrain texture: triplanar mapping

https://gamedevelopment.tutsplus.com/articles/use-tri-planar-texture-mapping-for-better-terrain--gamedev-13821

voxel texture:

https://0fps.net/2013/07/09/texture-atlases-wrapping-and-mip-mapping/

generated polygon by isosurface(e.g. marching cubes...) texture:

Volume-encoded UV-maps

http://vcg.isti.cnr.it/volume-encoded-uv-maps/volume-encoded-uv-maps.pdf
http://vcg.isti.cnr.it/volume-encoded-uv-maps/volume-encoded-uv-maps_additional.pdf
http://vcg.isti.cnr.it/volume-encoded-uv-maps/

mesh parameterization

http://www.cs.ubc.ca/~sheffa/papers/CGV011-journal.pdf
http://www.inf.usi.ch/hormann/parameterization/index.html

light

model

need voxel model to test!
http://drububu.com/miscellaneous/voxelizer/
https://www.google.com/search?q=voxel+model&oq=voxel+model&aqs=chrome..69i57j69i60j69i65l2j69i60j69i61.2023j0j7&sourceid=chrome&ie=UTF-8
https://github.com/ephtracy/voxel-model/tree/6ee2f9c96a32bb3e6e82ba459e9633fc760c1c3c
https://sketchfab.com/tags/voxel
https://www.google.com/search?newwindow=1&q=.vox+file&oq=.vox+&gs_l=psy-ab.3.1.35i39k1j0i19k1l3.3123.3123.0.6695.1.1.0.0.0.0.458.458.4-1.1.0....0...1.1.64.psy-ab..0.1.458.dWGNXP2hatU

collision

physics

ui

http://www.gavanw.com/news/voxel-based-text
http://www.gavanw.com/news/voxel-based-gui

terrain

https://github.com/vanruesc/rabbit-hole
https://vanruesc.github.io/rabbit-hole/public/volumetric-terrain-rendering-with-webgl.pdf

https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch01.html

procedural generate:

http://procworld.blogspot.com/2012/07/uncanny-valley-of-procedural-generation.html
http://www.howardzzh.com/research/terrain/
http://procworld.blogspot.com/2013/01/introduction-to-wang-tiles.html
http://procworld.blogspot.com/2013/01/tile-genetics.html
http://www.pathofexile.com/forum/view-thread/55091

lod

https://0fps.net/2012/07/21/simplifying-isosurfaces-part-1/
https://0fps.net/2012/08/20/simplifying-isosurfaces-part-2/

Mesh Simplification

http://procworld.blogspot.com/search/label/Mesh%20Simplification
https://classes.soe.ucsc.edu/cmps160/Spring05/finalpages/scyiu/
http://procworld.blogspot.com/2011/10/playing-dice-with-mesh-simplification.html

Baking Normal Maps on the GPU: https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch22.html

tree

http://procworld.blogspot.ca/search/label/Tree
http://procworld.blogspot.com/2010/12/voxel-tree.html
http://algorithmicbotany.org/papers/colonization.egwnp2007.html
http://procworld.blogspot.ca/2011/02/space-colonization.html

wind

http://procworld.blogspot.ca/2012/09/voxels-in-wind.html

tool

http://procworld.blogspot.com/search/label/Voxel%20Studio

Looking inside voxel assets:

http://procworld.blogspot.com/2014/12/looking-inside-voxel-assets.html

Voxelization:

http://drububu.com/miscellaneous/voxelizer/
http://procworld.blogspot.com/2011/04/opencl-voxelization.html

editor

http://voxelbuilder.com/
MagicaVoxel

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