New trends in gaming: voxels are the key to real-time raytracing in near-term future

Discussion in 'Game Development (Technical)' started by Retrotation, Sep 23, 2014.

  1. Retrotation

    Retrotation New Member

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    Full Article: http://www.mmorpg.com/showFeature.cfm/feature/8959/Garrett-Fuller-Whats-Next-for-Mark-Kern.html

    Their website, you can subscribe to get on a weekly mailing list: http://www.mek-entertainment.com/

    ~~
    Another raytraced voxel engine is called 'Staxel', from a couple employees who left Chucklefish Games / Starbound. You can see more here : http://playstaxel.com/
    ~~


    What is occuring? It appears a new rendering format, Raytracing, is becoming plausible for hardware in the near future. Voxels and Octrees appear to be the key to making things work - I imagine a movement coming in gaming akin to the pixel 2D graphics of 80's and 90's gaming. Eventually, Octrees will no longer be the fundamental key, and as such perhaps triangles will resume their importance in a raytraced format.

    This seems exciting!
     
  2. kaufenpreis

    kaufenpreis New Member

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    Also, every year or so someone will bring up a technology where the company, such as Euclideon, keeps claiming it will allow "infinite detail" or "unlimited detail" using voxel-based rendering.



    These are basically precomputed, voxel-based octrees that were all the rage in the 1970s. Storage speed and transmission speed have both increased, but still it is only mildly useful in games. There were many different algorithms in the '70s and '80s over it. Marching Cubes, a moderately efficient voxel isosurface algorithm, was released and patented in 1987. The patent hurt the research field rather painfully until it expired in 2005. http://www.achetermed.fr
     
    #2 kaufenpreis, Oct 1, 2014
    Last edited: Jan 5, 2016

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