[HN Gopher] Voxel Displacement Renderer - Modernizing the Retro ...
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Voxel Displacement Renderer - Modernizing the Retro 3D Aesthetic
Author : greeniskool
Score : 131 points
Date : 2024-05-23 20:41 UTC (3 days ago)
(HTM) web link (blog.danielschroeder.me)
(TXT) w3m dump (blog.danielschroeder.me)
| klaussilveira wrote:
| This is great. Granted, it would only work for very specific art
| styles and even environments. Not sure that any hard-surface
| would look good with it. But organic surfaces end up looking
| pretty nice.
|
| Have you considered destructability of surfaces? Or, even better,
| subsurfaces? Dirt, which can be swep, showing with a level of
| rock below. Breakable wood.
| erwincoumans wrote:
| He mentioned the game Teardown, that allows destruction and
| physics on its voxels.
| whizzter wrote:
| HN post and discussions from yesterday
|
| https://news.ycombinator.com/item?id=40464558
| sydd wrote:
| I'm kinda sad that the whole voxel technology could not become
| mainstream. There were some really ambitious projects started in
| the 2010s like Voxel farm https://www.voxelfarm.com And people
| were speculating that the current technology of rendering
| triangles will be obsolete because voxels represent reality
| better. I'm a bit sad that we did not see the breakthrough, it
| would have been as large as the introduction of the GPU to
| accelerate rendering
| erwincoumans wrote:
| Not mainstream but the game Teardown uses voxels, rendered on
| gpu, first screenspace , later voxel
| space:https://blog.voxagon.se/2018/10/17/from-screen-space-to-
| voxe... More recently Voxlands also renders its voxels entirely
| in gpu shaders using raytracing, beautiful:
| https://store.steampowered.com/app/2283580/Voxlands
| dahart wrote:
| This looks really neat, but I'm very confused on what it meant by
| "voxels" in the demo itself. Minecraft makes sense, I'm just not
| seeing where there are "voxels" in the author's engine... it
| looks very much like (and is described explicitly as) low poly
| meshes with displacement mapping. Where is the voxel grid?
| nuancebydefault wrote:
| A voxel is a little cube that is small enough to be confused
| with a pixel, from a distance.
| dahart wrote:
| Ah yes I see it now. I had to really zoom in on the stills in
| the article. The tiny solid color bricks are voxels-- most
| places it looks like low res texture, you can only see the
| little cubes in a few spots. Very interesting, seems
| complicated and impressive to voxelize displaced meshes like
| this.
| nuancebydefault wrote:
| The nice thing about voxels is that it gives this nice
| retro look without feeling low quality.
| GuB-42 wrote:
| I see it more like the voxels in the game "Comanche". So, a
| height map.
|
| Voxel means "volume element", like a pixel means "picture
| element". A "pixel" in a height map is not an element of a
| picture but an element of a volume, so, a voxel.
| nine_k wrote:
| This is wonderful; please develop this further, and use in an
| actual game!
|
| I'm very much longing for game graphics being _not_ movie-like. I
| want to feel _inside a game_ , which has its internal logic and
| aesthetics, but which is not trying to copy the real world to the
| very minute detail. The movie-like quality breaks down due to
| various limitations, and we end up in the uncanny valley, where
| the world looks real but feels like a puppet show.
|
| What made Doom great was not only its gameplay and art, but also
| its kinda realistic but not realistic light and animation. What
| made Monument Valley great was exactly the departure from the
| real-life geometry The in-your-face pixelization / voxelization
| of Minecraft not only did not repel the kids who never saw 8-bit
| games, but became iconic.
|
| What sets out the voxel displacement rendering for me is the
| departure from flat and glossy low-poly surfaces and edges (which
| the author pays special attention to). Real-world textures are
| rarely glossy, and edges are rarely sharp. But modeling it the
| way it's done in some modern games is apparently crazy expensive
| and requires colossal graphical assets, such that are out of
| reach of a typical modder. The author's approach achieves the
| feeling of a nice palpable texture with low-poly geometry and
| low-res textures; it's very promising.
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