[HN Gopher] The Perfect Voxel Engine (2021)
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       The Perfect Voxel Engine (2021)
        
       Author : helloplanets
       Score  : 67 points
       Date   : 2024-05-26 05:45 UTC (1 days ago)
        
 (HTM) web link (voxely.net)
 (TXT) w3m dump (voxely.net)
        
       | bun_terminator wrote:
       | This might profit from some context: This is written by "John
       | Lin", who is famous for his impressive voxel videos on social
       | Media. He became a hallmark name in voxel discussions. See for
       | example his youtube:
       | https://www.youtube.com/channel/UCM2RhfMLoLqG24e_DYgTQeA
        
         | actionfromafar wrote:
         | As far as I can tell, he got famous for the voxel demos, then
         | decided to not do voxels, based on feedback from fans.
         | 
         | Edit: I misunderstood.
        
           | bun_terminator wrote:
           | Huh, interesting. Even today when there's a voxel discussion
           | on graphics programming communities - john lin comes but all
           | the time
        
           | TheRoque wrote:
           | From what I've read (the pinned comment in the aforementioned
           | video), he just decided to ditch high resolution voxels for
           | lower resolution ones, as the feedbacks said they preferred a
           | more pixelated art style. But still voxels. But looking at
           | his latest blog post, it seems that he's not focused on
           | voxels at the moment yet. Or maybe got hired and can't talk
           | about it, who knows -\\_(tsu)_/-
        
           | Crestwave wrote:
           | Hm, do you have a source for that? It's possible that you're
           | mixing it up with his decision to shelf "micro-voxels" in
           | favor of the traditional, chunkier voxel art style.
           | 
           | https://youtube.com/watch?v=8ptH79R53c0 (see pinned comment)
        
             | actionfromafar wrote:
             | Thank you, I think you are right.
        
       | truckerbill wrote:
       | It's a shame he disappeared for some reason, his stuff was crazy
        
         | TheRoque wrote:
         | His latest blog post/tweet was less than a year ago
         | https://voxely.net/blog/using-a-rnn-for-2d-tile-map-synthesi...
        
       | ganzuul wrote:
       | It would be interesting to have some interpretability to how the
       | YouTube algorithm suddenly picks out these 'old' gems.
        
         | actionfromafar wrote:
         | ML directed A/B testing to see what sticks, is my uneducated
         | guess.
        
           | ganzuul wrote:
           | I'm really hoping for a more human-centric version of
           | 'interpretability'.
           | 
           | That might be how the algo picks up what to trend but it
           | doesn't tell us what sparked it.
        
       | OtomotO wrote:
       | For anyone interested, these days there are multiple people
       | working on impressive stuff, sometimes it's even open source:
       | 
       | https://www.youtube.com/@GabeRundlett (open source engine in C++
       | with e.g. Rust bindings via C)
       | 
       | https://www.youtube.com/@DouglasDwyer (proprietary, using Rust
       | and WGPU but interesting videos)
       | 
       | https://www.youtube.com/@xima1 (afaik proprietary, using WebGPU
       | and typescript)
       | 
       | Open source stuff:
       | 
       | https://github.com/ria8651/alex (Rust)
       | https://github.com/davids91/shocovox (Rust)
       | 
       | There is a myriad more, many discords...
        
         | sambeau wrote:
         | The Minecraft team at 4J have just announced a new voxel-based
         | crafting game platform.
         | 
         | https://www.thecourier.co.uk/fp/news/dundee/4988656/4j-studi...
        
         | longor1996 wrote:
         | With the help of the voxelgamedev community, I'm maintaining a
         | relatively large listing of such projects over at
         | https://voxel.wiki/wiki/projects/.
         | 
         | Sadly, a lot of projects get abandoned.... :(
        
       | einpoklum wrote:
       | While I got a nice grade in my Computer Graphics intro course
       | back in the day - I have not done any CG since. I have a dumb
       | question:
       | 
       | Why is it better render small cubes, then to render triangles (or
       | polygons)? I mean, a cube is, eventually, 6 squares, or 12
       | triangles, in a certain formation, right? So is the entire
       | benefit captured by this 1/12 ratio? Or is there a deeper
       | motivation for this pseudo-rasterization?
        
         | hoseja wrote:
         | Not sure I'm fully understanding your question but the primary
         | reason for the voxel engines is interactibility. They're trying
         | to be Minecraft 2, not Crysis 5.
        
         | Maxatar wrote:
         | Most voxel engines end up rendering triangles. The voxels are
         | used to represent the world to allow for cool physics, in
         | particular destruction.
        
           | HelloNurse wrote:
           | Unlike general meshes, the low-level triangles used to
           | represent voxel surfaces can be easily computed in a shader
           | rather than stored explicitly, and even per-voxel data can
           | sometimes be recomputed on the fly because of procedural
           | generation.
        
         | qingcharles wrote:
         | All of these demos are surely using the same rendering engine
         | underneath as a classic mesh 3D, but voxels let you smash stuff
         | up easier than trying to figure out where to make breaks in
         | meshes and close the holes.
         | 
         | As Lin says "Universe = voxels" .. insinuating that atoms are
         | essentially voxels.
        
       | jak6jak wrote:
       | Are voxels the goto method for easy mesh manipulation without
       | worrying about vertices? I've been trying to research ways to 3d
       | model without worrying about topology. So far all I've found is
       | CSG and voxels.
        
         | magic_hamster wrote:
         | Can you even call voxel objects a mesh?
        
         | arjonagelhout wrote:
         | There's also SDF (Signed Distance Fields) modeling, such as
         | present in multiple modeling tools like Adobe Substance 3D
         | Modeler [0] or WOMP [1].
         | 
         | I suppose this is similar to voxels in that the data is stored
         | in a uniform grid, but the way it gets rendered is different.
         | 
         | [0]
         | https://www.adobe.com/products/substance3d/apps/modeler.html
         | 
         | [1] https://womp.com/
        
           | 01HNNWZ0MV43FF wrote:
           | SDFs don't inherently have a grid, right? You can use
           | marching cubes to sample them along a grid, but you can also
           | do ray marching
        
             | skykooler wrote:
             | It depends on the representation. SDFs can be pure
             | mathematical functions, in which case there is no grid, or
             | they can be a grid of values representing distances to the
             | implicit surface, in which case they do use a grid. The
             | latter representation, to my knowledge, is rarely used in
             | 3d, but it is used in 2d for SDF fonts for example.
        
               | Jarmsy wrote:
               | A grid of values can be a _sampling_ of an SDF, but it
               | cannot be a true SDF itself.
        
               | arjonagelhout wrote:
               | From what I can find this depends on the definition, as
               | there is a difference between a Signed Distance Function
               | [0], and a Signed Distance Field, where the latter does
               | get defined as a grid of values:
               | 
               | > A signed distance field is represented as a grid
               | sampling of the closest distance to the surface of an
               | object represented as a polygonal model. [1]
               | 
               | and
               | 
               | > Signed Distance Fields (SDF) are 3D textures where each
               | texel stores the distance from the surface of an object.
               | By convention, this distance is negative inside the
               | object and positive outside. [2]
               | 
               | But that grid of values gets generated from either
               | mathematical formulas, e.g. spheres, or from another
               | representation of geometry such as a mesh or a vector
               | shape.
               | 
               | [0]
               | https://en.wikipedia.org/wiki/Signed_distance_function
               | 
               | [1] https://developer.nvidia.com/gpugems/gpugems3/part-v-
               | physics...
               | 
               | [2] https://docs.unity3d.com/Packages/com.unity.visualeff
               | ectgrap...
        
       | rscho wrote:
       | Hijacking the thread: I'm looking to compute sciency stuff on a
       | grid of truncated octahedrons, and rendering that to voxels. Does
       | anyone know a good way to do that??
        
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