Show HN: Procedural Voxel Rendering in WebGL
guillaumechereau.github.io
guillaumechereau.github.io
I had planned to use such a system one day for a Ludum Dare entry :)
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You may want to include your JavaScript via "//bootswatch.com/..." instead of hard-coding unencrypted HTTP via "http://bootswatch.com/..."I mean, short of using special hardware and raycasting methods, everything is going to be reduced to triangles of some form. Even the more specialized stuff that NVIDIA has been working on.
The state of the art practice is to reduce everything to triangles. But in the 90's, voxels were more proposed as a more "pure" way of viewing complicated/spatial/geometric scientific datasets. If I recall correctly, there were specialized raycasting methods involved.
This technique is commonly used to post-process already-rendered scenes, like with a tone mapping shader or depth of field effects. But for simple scenes you can also put an entire rendering engine in the fragment shader, typically using ray marching.
Here are some examples of this technique being used to draw voxels:
Do you think this will be a realistic option at some point for wide-spread use? The stuff I saw from NVIDIA looked like they think a hybrid approach (voxels are shoveled to the GPU in a octree arrangement to handle ray marching, but the output is traditional triangles) would work best for efficiency reasons.
This assumption is false, which is precisely the point I was trying to make. The only readily available commercial hardware requires the program to turn everything into triangles to be hardware accelerated. But there are means of rendering that can use the voxels directly.