How do I make a voxel renderer?
#1 Members - Reputation: 157
Posted 11 June 2012 - 12:54 PM
I want to make one for a school project. I just need to render a sphere in a voxel renderer but i have no idea where to begin.
Thanks in advance,
Dartos
#2 Members - Reputation: 1042
Posted 11 June 2012 - 01:30 PM
It works so that it finds all voxels exposed to air (or other transparent block types), and adds the visible surfaces to the mesh using triangles. It might also use a smoothing algorithm of some sort so that the triangles it adds depend on the neighboring nodes (marching cubes).
#3 Members - Reputation: 305
Posted 11 June 2012 - 07:40 PM
Only had one view - From the front - But I could probably do better if I did it today.
Also, got about 2 SPF. DirectX 11 wasn't out and it was running on the CPU - And I wanted each box to be no bigger than a pixel.
Was quite spherical, though.
#4 Crossbones+ - Reputation: 3311
Posted 11 June 2012 - 09:10 PM
So I'll ask this, what research have you done on voxels and voxel renderers?
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#5 Members - Reputation: 157
Posted 01 July 2012 - 09:17 PM
So I'm torn because when posters such as yourself ask a question like this in this way, I think to myself "what he's trying to do is waaaaaaaaaaay past his skill level. He should start with something smaller/easier." However, I don't want to push you away from experimenting and learning new things.
So I'll ask this, what research have you done on voxels and voxel renderers?
I know what a voxel renderer is and how it compares to a traditional polygon renderer. There is nothing wrong with asking an advance question. If I find it too hard to do I will simply not do it until I can. There is no reason to say "I'm not going to help you because I think you don't know enough." So please don't post things like that again. Its kinda hurtful.
#6 Members - Reputation: 1001
Posted 01 July 2012 - 09:20 PM
I know what a voxel renderer is and how it compares to a traditional polygon renderer.
In that case, turn your voxels into polygons, then you can render them like you always have.
Marching cubes is the go-to first solution for that kinda thing.
#7 GDNet+ - Reputation: 1751
Posted 02 July 2012 - 12:56 AM
Voxels have been around for ages. They never bought me in as a start and no matter how hard I look, I still don't see much reasons to use them. Not to render at least. For storage, for point clouds we could discuss but for rendering... I'll just pass.
You need something to draw pixels to screen. But if you're asking this, you're probably just better starting from 101. The "kinda hurtful" things some users myself included post above is called "realistic outcome": we are warning you might just trash a couple of months of your life for some hard-to-quantify benefit.Do i need openGl or something different?
...
I know what a voxel renderer is and how it compares to a traditional polygon renderer.
#8 Members - Reputation: 188
Posted 03 July 2012 - 11:07 AM
Second choice is to transfer volume into polygonal model. Here I recomend to start with Marching Cubes. Polygonal model is than rendered as classic geometry.
Bigger problem I have with voxels is not enough "real-world" models. Its fine for output from some mathematical simulation or CT/MRI etc... But found real models like house, car etc. is almost impossible.
#9 Members - Reputation: 1408
Posted 05 July 2012 - 11:57 AM
Also, some voxels should stay blocky, like bricks, while some can be allowed to be smoothed. I would recommend to first generate a mesh from the visible surfaces, and then start experimenting with smoothing algorithms.
I wish you good luck, and I know you will learn a lot. It is quite fun.






