It's interesting that for buildings he is generating polygons, then voxelizing them, then using the GPU to polygonize the resulting voxel data. Seems like there's a lot of implementation details required to integrate assets and get good frame rates too.<br>
<br>Anyway, from reading his earlier blog posts this looks like a good starting point:<br><br><a href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html</a><br>
<br><br>Dan.<br><br><br><div class="gmail_quote">On Mon, Mar 7, 2011 at 10:31 AM, Daniel Eichling <span dir="ltr"><<a href="mailto:eichling@gmail.com">eichling@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
<div style="word-wrap: break-word;">Wow,<div><br></div><div>When I think of Voxel terrain, I never thought of anything like that. Pretty impressive. Triple A Dwarf Fortress, here we come.</div><div><br></div><div>-Dan</div>
<div><br><div><div><div></div><div class="h5"><div>On Mar 6, 2011, at 8:24 PM, Dan Venkitachalam wrote:</div><br></div></div><blockquote type="cite"><div><div></div><div class="h5">Errm, sorry for spamming the list earlier, remind me not to reply from my mobile in future :)<br>
<br>On an unrelated note, has anybody played with voxel rendering on the GPU? I'm looking for source snippets along the lines of the work this guy is doing:<br>
<br><a href="http://procworld.blogspot.com/" target="_blank">http://procworld.blogspot.com/</a><br><br><br>Cheers,<br><br>Dan.<br><br><div style="padding: 0px; margin-left: 0px; margin-top: 0px; overflow: hidden; word-wrap: break-word; color: black; font-size: 10px; text-align: left; line-height: 130%;">
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