Hi, I know it's common for unbiased renderers like Octane to "voxelize" the scene. I presume this creates a big 3d grid, with each cell containing the material that exists at that point. Is this correct?
If so, my next question is - if the scene is being voxelized - doesn't this remove some of the limits of polygons? For example, couldn't bump maps & displacement maps become one in the same - displacing geometry at the voxel level instead of the polygon level? So you could have a 2-polygon plane with a rich mountainous landscape extruding from it - without subdividing the plane at all.
Just wondering! Forgive me if I misunderstand voxels!
Voxelization question
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Hi,
We use a custom voxelisation algorithm that we cannot disperse any information about. I hope you understand.
non-precomputed displacement or heightmaps are cretainly possible, but difficult to implement on a GPU for a 'raytracer' (not for a scanline or zbuffer like a directx game)
we're exploring these features and they will come one day when we're done with the basics.
Yours,
Terrence
We use a custom voxelisation algorithm that we cannot disperse any information about. I hope you understand.
non-precomputed displacement or heightmaps are cretainly possible, but difficult to implement on a GPU for a 'raytracer' (not for a scanline or zbuffer like a directx game)
we're exploring these features and they will come one day when we're done with the basics.
Yours,
Terrence
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB