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polygon model to sparse voxel octree


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#1 rouncer

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Posted 24 August 2012 - 09:21 AM

would using an aabb-> tri intersect be any good for developing a surface rep for an svo - or would that be really slow...

I guess yeh, too many tri tests would make it pretty darn slow, would there be some way to speed it up?
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.

#2 rouncer

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Posted 24 August 2012 - 09:54 AM

I thought more, and a binary space division system would work a treat there. Im guessing they are not computational to create.
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.





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