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Geometric Algorithms for Translucency Sorting in Minecraft [pdf]

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Re: Geometric Algorithms for Translucency Sorting in Minecraft [pdf]

#21

Earlier quoted context omitted.

A prettier demo: https://turbowarp.org/984959784/fullscreen?stuck&hqpen&fps=6...

Man Dust in 1.6! At first instantly familiar but then things didn't make sense and I realise I was in an alien land.

Within 2 seconds I knew exactly where this was and I haven't played in 20 years. Dust is forever.

Re: Geometric Algorithms for Translucency Sorting in Minecraft [pdf]

#23
post #9

Only slightly related, but since Minecraft seems to have a lot of community graphics programming associated with it I thought I'd ask here... Does anyone know how those Minecraft realistic rendering mods work? I'm guessing today there's a lot of RTX, but e.g. in 2018 there was still fairly impressive global illumination in SEUS Renewed. Minecraft is the definition of a world with dynamic geometry, and I'm not aware o…

I don't know much about lighting, but looking at the source code of the shaders might give a clue. https://modrinth.com/discover/shaders has a lot of shaders that change the lighting. In other parts of the rendering pipeline, there are some very impressive mods utilizing GPU magic. One of them is Voxy ( https://modrinth.com/mod/voxy ), one that massively increases render distance with mesh shaders and level-of-detail…

Ah yeah, I was mostly interested in lighting, but that's really interesting too.

Voxy's LOD thing... so like, I guess what they do is when you're in an area so that area's high LOD assets are loaded, it computes the lower LOD and saves it, and then as you move around you get a library of more and more lower LODs? And since modifications to geometry only happen when you're nearby the LODs are static? I'd love to see a writeup of that too...

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