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A level of detail method for blocky voxels (0fps.net)
39 points by ingve on March 5, 2018 | hide | past | favorite | 2 comments


This has a lot in common with Progressive Buffers, and works with arbitrary geometry not just voxels: http://www.cs.ust.hk/~psander/docs/progbuffer.pdf

If vertex clustering is used as the simplification algorithm, there's no need for the geomorphing buffer and seamless LOD morphs can be done entirely in-shader.

Video showing LOD-morphing here: https://youtu.be/akOk2wAb0yo

A number of commercial game engines use similar techniques.

The advantage of using geomorph buffers is that higher quality simplification algorithms can be used for greater quality and efficiency. A pure vertex clustering approach is simpler and allows for smaller data, which may be better for streaming i/o.


kinda hard to evaluate it without a flyover




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