@1776Phoenix1986 The octree is static and never altered. The animation is realized during the rendering phase, when you have to compute the voxel's final screen positions. The voxels simply are drawn at the correct (the transformed) position. For dynamic scenes, every dynamic object must be represented by its own octree, which can then easily be moved as a whole.
@dennisrkb13 жыл бұрын
@noobenstein No, I haven't designed my octree data structure to be dynamic (alterable), but rather focused on the animation technique. Though it should work with a dynamic octree as well as it does with a static one.
@dennisrkb13 жыл бұрын
@SappYoda Skinning would be done by painting the bone weights on the voxel model. So, if your voxel model has a high resolution (and therefore large surface) it might take long.
@dennisrkb13 жыл бұрын
@marshviperXwins My voxel structure uses ~50bytes/voxel which is way too much. But state of the art voxel engines (which also store lots of visual data associated with their voxels (like color, texture coordinates..)), manage to compress the memory footprint of a voxel down to ~1bit/voxel. So it should be possible to compress bone weights, too. Multiply the size of one voxel by the total number of voxels (in this video ~3M).
@dennisrkb12 жыл бұрын
Erfolgreich abgeschlossen, danke der Nachfrage :-) Für Aliasing und ähnliches eignen sich Post-processing-Techniken, siehe AtomontageEngine. Voxel erlauben das Speichern beliebiger visueller Attribute, u.a. Alpha. Das harmoniert dann sehr gut mit einem Raycaster als Renderer - verfolge einen Strahl nur bis der akkumulierte Alpha-Wert 1 überschreitet. Das ist in einigen Demos von GigaVoxels sehr gut zu beobachten.
@johnesco11 жыл бұрын
But does it have unnnnnlliiiimited deetaiiil?
@decrodedart26885 жыл бұрын
John Escobedo hahahahaah
@IceXuick13 жыл бұрын
Very interesting! Never seen animated voxels like yours! Keep it up! Hopeflly this is going to be the greatest en biggest step in relatime 3D/rendering and interactive(Game)design!!
@dennisrkb13 жыл бұрын
@omma911 The voxels are directly influenced by the skeleton.
@TheMagicToyChest12 жыл бұрын
I personally think the hardware holding volumetric graphics back is simply the memory footprint, rather than the video cards or processing power, and once the storage methods improve and larger memory capacities become available voxels may be able to completely replace polygons and tris.
@tiagotiagot12 жыл бұрын
Unless you got a very high resolution (or a very tiny screen) you will still see jaggies in the diagonals and curves if you're just doing one voxel per pixel.
@dennisrkb12 жыл бұрын
~90MB. The data structure I used is very bad in terms of memory efficiency.
@dennisrkb13 жыл бұрын
@TheExpertx4 The drop in frame rate comes from the shadow mapping which requires the whole voxel octree to be traversed twice (since it's rendered twice). Anyway, I've written the voxel renderer only for illustration purposes. The animation technique itself can be implemented with every kind of renderer. I'll cover that in the next vid - working on it.
@Themindforest12 жыл бұрын
Wow, looks really cool!
@staudinga13 жыл бұрын
Amazing, keep up the good work!
@dennisrkb13 жыл бұрын
@SarahC2 I've updated the video description in all my videos. Hope it's easier to find now.
@Jkauppa3 жыл бұрын
try combining gigatextured triangles to a sparse voxel octree framebuffer and draw everything with breadth first in the octree, or just simple raster all or just simple testing raycast
@Jkauppa3 жыл бұрын
also source pixel cube map path tracing, and n^2 sphere cube map path tracing
@TheMagicToyChest12 жыл бұрын
How much memory did this model take up?
@SappYoda13 жыл бұрын
@omma911 it can't be a pain to animate since it uses skeletal animation. It may be a pain to skin though.
@YYYValentine8 жыл бұрын
Hi! How do you render the voxels? Are those raycasted, or made by tiny triangles? Thanks!
@dennisrkb8 жыл бұрын
A custom rasterizer in CUDA with similarities to QSplat
@RealationGames13 жыл бұрын
There is like stepless LOD. That is very useful to gain all around optimization. Very cool, I'm thinking that this might someday(atleast 5-10 years) challange polygons. Amazing, this technology needs few more another breakthroughs for the most common problems.
@volchonokilliR5 жыл бұрын
make it challenging~
@volchonokilliR5 жыл бұрын
Wow- you rock!
@omma91113 жыл бұрын
Does it animate the voxels by an underlying, skinned polygon object, or is it just loading different keyframes like in those classic Quake 1+2 .mdl editors?
@benjohn7513 жыл бұрын
Great stuff - this very much seems like the missing link for voxels. Also, being able to tile a voxel "texture" over a deformed 3d grid to model ground and the like, will be very important, I think.
@SarahC213 жыл бұрын
Thank you very much!
@HuebietheGuru12 жыл бұрын
Meinen Glückwunsch. Wie sieht das denn mit der Performance aus? Ich stelle mir das doch sehr rechenintensiv vor. Kann man Informationen der Voxel (wie eben transparent - coverage) auch zu Cluster zusammenfassen? Sorry falls es stümperhaft klingt aber ich bin sehr neugierig auf dass was noch kommt :-)
@omma91113 жыл бұрын
@radulphi very impressive, thank you.
@SarahC213 жыл бұрын
@radulphi , I'm looking for the download link but I can't find it! Could you point me towards it please? xx
@HuebietheGuru12 жыл бұрын
Hm. Gute arbeit. Wie stehts um deinen Bachelor? :-) Mich interessiert am meisten wie man das Aliasing wegbekommen kann/will. Pures hochfahren der Auflösung scheint ja nicht die Lösung zu sein - vor allem in anbetracht der heutigen Hardware. Wie stehts mit Alpha-Voxel um bspw Wasser zu animieren. Ginge das mit dem gleichen Prinzip??
@DrunkencoderPayk12 жыл бұрын
Schon mal versucht die Rays einfach leicht tanzen zu lassen? Das ergibt auch eine art kantenglättung, und ein natürlicheres bild. ansonsten bin ich sehr beeindruckt!
@YourMotherx900and2613 жыл бұрын
Voxels are indeed the future, but the methods are a bit difficult as of now, it would seem.
@pippettoerparaculo437410 жыл бұрын
I want a voxel animation software now!
@pippettoerparaculo43748 жыл бұрын
***** No!
@pippettoerparaculo43748 жыл бұрын
***** I'll have one for christmas, you're just jealous
@johnsherfey36758 жыл бұрын
Anton Zuykov you want to hear a cooler story? Make a paper / presudocode for it and I will make a render to blow your socks off. >:p
@omma91113 жыл бұрын
This can hopefully be implemented in today's 3D Packages like Maya/MAX/Motionbuilder. Otherwise I presume it's a pain in the ass to animate it. We graphic artists are quite lazy and learn about 2 programs max. ;) I love those innovations every 2-3 years in rendering techniques. Nvidia/ATI New World Order has to come to an end someday.
@tfg_85646 жыл бұрын
This was heavily used in DOOM(2016)
@dennisrkb6 жыл бұрын
I doubt that :P
@tfg_85646 жыл бұрын
I think it was used for the environment and not the actual models though
@godbennett13 жыл бұрын
go work for bruce del?
@anothergol14 жыл бұрын
Nice
@adj78913 жыл бұрын
@1776Phoenix1986 did not know that
@godbennett12 жыл бұрын
so it seems
@Badhabitsjay12 жыл бұрын
Until they prove themselves otherwise with clear first hand demonstrations to individuals within the industry that have notable weight to their words they should be assumed to be a scam. Remain sceptical of everything that sounds too good to be true until it is proven. To be anything else is idiocy.
@adj78913 жыл бұрын
looks like point cloud is still superior
@ShamelessHorse11 жыл бұрын
Try googling "Euclideon Geoverse", they are not a scam they have been working on that project.