Voxelfun

Community Forums/Showcase/Voxelfun

Sweenie(Posted 2004) [#1]
Besides working on the tokamakwrapper I'm also playing around with a voxelpolygonizer.

Screenshot:(copy & paste into new browser window)
Screenshot

Demo...
voxeldemo


Knotz(Posted 2004) [#2]
Looks like the stuff i find in my nose...


Sweenie(Posted 2004) [#3]
Yes, It could be used as a snotsimulator as well. :)


Rob(Posted 2004) [#4]
I reakon this is pretty awesome :) whats it for?


fredborg(Posted 2004) [#5]
ROKS! :)


Rob(Posted 2004) [#6]
hehe! it could be made a lot faster though - metaballs isn't it?


poopla(Posted 2004) [#7]
Really cool :)


Sweenie(Posted 2004) [#8]
I reakon this is pretty awesome :) whats it for?

I'm gonna use it as a landscape modelling tool which supports cave and tunnelcreation.

hehe! it could be made a lot faster though - metaballs isn't it?



Not exactly.
I polygonize a 3D voxelbitmap(Not Marching Cubes, more like Surface Nets) and run a couple of relaxation loops on the resulting vertices to get the smooth shapes.
However, alot of optimizations could be done to speed it up.
And there is still some triangle&normal artifacts left.

I'm using the same method as are used in the Iehovah terrain-engine.
http://home.zonnet.nl/petervenis/


_PJ_(Posted 2004) [#9]

Besides working on the tokamakwrapper I'm also playing around with a voxelpolygonizer.



Haha! come on...use real words! :)
What's it all about?


Bouncer(Posted 2004) [#10]
links just redirect back to this thread... I wanna see! :)


Sweenie(Posted 2004) [#11]
It seems freewebs doesn't allow directlinking of files.
Try copying the screenshot link and paste it into a new browser window.

The demo should be downloadable by rightclicking and selecting Save target as...


AntonyWells(Posted 2004) [#12]
Seems pretty cool.

Any chance of a version where the landscape isn't constantly spinning? Made it very hard to have any control over the sculpting of the voxel scape.

Also, most clicks resulted in blobs floating in the air.

How are you rendering this btw? Software or emulated in hardware somehow?


Sweenie(Posted 2004) [#13]
It isn't any landscape modeller yet.
When you click the left mousebutton I randomly create a blob somewhere in the voxel bitmap and when you click the right mousebutton I remove a blob at a random position.

I will make a more userinteractive version soon.

Regarding rendering.

Everytime you add a blob, I clear the surface and start polygonize(triangulate) the voxelvolume again.

No hardware involved during the creation(except the CPU ;) )


AntonyWells(Posted 2004) [#14]
...I knew that...

;)


Beaker(Posted 2004) [#15]
Great stuff.


Beaker(Posted 2004) [#16]
Do you have much control over level of detail?


ThE_oMiKrOn_CaT(Posted 2004) [#17]
oh so cooool! cant wait to see more of this!


Sweenie(Posted 2004) [#18]
Do you have much control over level of detail?


Right now I don't have any LOD.
My first intention was to create a tool to generate static meshes, but if I could make it go faster(and it can) then it can be used as a realtime deformable terrain and that would require LOD to render fast.


sswift(Posted 2004) [#19]
"Rob (Posted 2004-03-19 04:16:20)
I reakon this is pretty awesome :) whats it for?"

"Fredborg (Posted 2004-03-19 04:27:10)
ROKS! :)"


Sure, but what else?


Sweenie(Posted 2004) [#20]
Malice:
Haha! come on...use real words! :)
What's it all about?

sswift:
Sure, but what else?



Sweenie:
????


Rob(Posted 2004) [#21]
Ok sswift, you make a realtime lod version of this that polygon count for polygon count runs faster than blitz's own terrains and you have a winner.