sparse voxel octree painting
Posted 12 August 2011 - 08:16 PM
face it, detail is limited by the storage capacity of the hard drive, who cares if you can render it all, its got nothing to do with it.
so then ive got to get voxel csg working, then ill come back with something better than unlimited detail, hopefully. :) 100% unique painted geometry, should be pretty cool.
im planning to give it away for free, see what happens. :)
Posted 12 August 2011 - 11:34 PM
it actually paints it to the disk.
Posted 19 August 2011 - 10:27 AM
but it actually looks like its gonna be pretty damn cool :)
I want to be first to get to a working id tech 6 engine. hehe
that souped selection of boxes is 30 meg, but thats completely uncompressed, it would be about 5 meg if it was huffman encoded and a few other tricks.
Posted 21 August 2011 - 11:58 AM
Posted 21 August 2011 - 06:33 PM
Posted 22 August 2011 - 12:09 AM
I might be counting wrong, you may be right Smiley. It might be less than 5 meg, it could be 2 even, but I havent implemented compression yet, just theorized it a little.
Im working more on this now... ill be posting more soon.
Posted 22 August 2011 - 08:47 AM
Do you have AAB voxels or points at arbitrary positions? In the latter case create hierarchy by grouping points with similar parameters. In the former case hierarchy come naturally (octree). Then store differences between current and parent value per point. In case of color it will be zero in most cases and compress very well.
Also think about lossy compressing. It can be in order of magnitude smaller than lossless.
Posted 22 August 2011 - 12:31 PM
Just to add, your bold statements I wish were valid, but I really doubt to get it below 4 bit.
PS If what you say was true there would be no disk problem with this method! Maybe I need you Smile on my team :)
Posted 22 August 2011 - 11:01 PM
For example, of 2^6 possible combinations only few have frequent occurrence. Assign few bits for this combinations. Also I suggest using octree hierarchy instead of neighbourhood. I think it can help for color/normal storage and automatically give low-res mipmaps. For color storage read about gif/jpeg compression algorithms.
Posted 28 August 2011 - 04:32 AM
Personally I'm trying a form of rasterization. It's not exactly fast so far, but maybe expecting one core of my laptop to render per pixel geometry at more than 2fps was a little optimistic.
Posted 28 August 2011 - 05:07 AM
Yes, im just rastering.
Posted 30 August 2011 - 02:13 PM
Just to make you look awesome, this is what I have:
Full of artefacts and not even storing color data. Uses about 1gb of memory, but only because every non-leaf node has 64bit pointers to all the children. Objects become see through close to the camera because you can see between the atoms :P But I have made some speed improvements, that scene keeps above 5fps now, though admittedly that is at 512x512 res. Hopefully I can find a couple more tricks up my sleeve.
Posted 30 August 2011 - 05:01 PM
Posted 13 September 2011 - 04:59 PM
Give me a couple of days, ill have a really nice screenshot!
Next thing tho, after I have another little play... will be to import models directly from 3d coat into it, then i should be able to get something really really nice.
Posted 13 September 2011 - 05:19 PM
now ill be painting on proper complex geometry, should look heaps better.
Posted 14 September 2011 - 12:12 AM
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