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Posted 07 April 2011 - 08:48 AM
Posted 08 April 2011 - 09:47 AM
Posted 08 April 2011 - 10:16 AM
Ive done a bit of work here, and basicly I left my voxel project because just like you say I couldnt figure out how to compress it enough.
I got it down to about a byte and a half positional data (with a surface representation and a runlength encosion of axis aligned blocks) with a basic fractal mountainside, but thats well not enough compression.
My world would take up hundreds of gigs of disk space, so its not viable.
I think you need to know how png compression works, because you compress voxels in a similar way, apparently Jon Olick says he can get it down to a bit and a half positional data!!! (thats more like it) but the internals of a png file are a bit beyond me so I decided to switch over to another common geometry compression algorythm, displacement mapping, then png compression is easy because all you have to do is save the graphic and presto its compressed nicely for you... I just am having trouble developing a decent displacement map at decent enough speed, but thats another story.
I am fully into this "unique geometry and world" idea though, my plan is to bake it all with offline global illumination, but im not even close to getting that far yet.
Posted 08 April 2011 - 10:21 AM
Posted 08 April 2011 - 11:33 AM
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Posted 10 June 2011 - 01:42 PM
Posted 10 June 2011 - 05:17 PM
Posted 10 June 2011 - 09:21 PM
There's a few current games that use voxels, which fit perfectly fine on regular DVDs once compressed......(to triangles) ;)
Take a reasonably high resolution for geometry, just for a terrain, of say 512x512 per meter. 30 gigabytes per square kilometer at 1 bit per voxel. That's nuts, compression schemes will need to get far, far better for today's gameworlds to even fit onto a bluray, not to mention digital distribution. At least assuming your storing pure voxel data.
Posted 10 June 2011 - 09:45 PM