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	<title>Comments on: voxel</title>
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	<link>http://snarfed.org</link>
	<description>Ryan Barrett&#039;s blog</description>
	<lastBuildDate>Tue, 07 Feb 2012 02:29:25 +0000</lastBuildDate>
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		<title>By: Stephen Whitmore</title>
		<link>http://snarfed.org/voxel#comment-1143</link>
		<dc:creator>Stephen Whitmore</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/voxel#comment-1143</guid>
		<description>&lt;p&gt;Nicely done. I realize this is more than a few years old, but it&#039;s still interesting to check out other peoples&#039; voxel renderers. I developed a small one recently (http://skirmish.dreamhosters.com/devlog/?p=77), although I found that -- after more than one attempt -- that ray surfing on a per-column basis doesn&#039;t seem to be the fastest algorithm. If one instead takes steps in the Z direction (away from the camera) and traces voxels from the left side of the screen to the right side, you end up with a constant Z distance value, which speeds up the rendering notably (since it&#039;s evading extra perspective correction divisions). Your method does, however, have a lot of potential for optimizations via terrain occlusion, since the single ray can be halted outright if occlusion is detected on it.&lt;br /&gt;
&lt;br /&gt;
In short: excellent work! Looking forward to any other voxel adventures you may choose to undertake. :)&lt;/p&gt;
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		<content:encoded><![CDATA[<p>Nicely done. I realize this is more than a few years old, but it&#8217;s still interesting to check out other peoples&#8217; voxel renderers. I developed a small one recently (<a href="http://skirmish.dreamhosters.com/devlog/?p=77" rel="nofollow">http://skirmish.dreamhosters.com/devlog/?p=77</a>), although I found that &#8212; after more than one attempt &#8212; that ray surfing on a per-column basis doesn&#8217;t seem to be the fastest algorithm. If one instead takes steps in the Z direction (away from the camera) and traces voxels from the left side of the screen to the right side, you end up with a constant Z distance value, which speeds up the rendering notably (since it&#8217;s evading extra perspective correction divisions). Your method does, however, have a lot of potential for optimizations via terrain occlusion, since the single ray can be halted outright if occlusion is detected on it.<br />
<br />
In short: excellent work! Looking forward to any other voxel adventures you may choose to undertake. :)</p>]]></content:encoded>
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