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Voxel Space (2017)

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Re: Voxel Space (2017)

#72
post #44
post #9

Technically this is not related to voxels ("volumetric pixels", so to say), which split the 3D space equally along all three axes. This is just a height map, a set of prisms, not entirely unlike a Doom map. Every prism has a regular fixed-size square base. For 1992, this was mind-boggling though.

Playing it on a decent PC in 2992 was mind blowing.

In 1992 it was pretty good too!

Re: Voxel Space (2017)

#73
post #9

Technically this is not related to voxels ("volumetric pixels", so to say), which split the 3D space equally along all three axes. This is just a height map, a set of prisms, not entirely unlike a Doom map. Every prism has a regular fixed-size square base. For 1992, this was mind-boggling though.

The voxel rendering approach for spatial computing is clever. Curious about the interaction latency compared to standard raster pipelines.

Re: Voxel Space (2017)

#74
post #62
post #52

Earlier quoted context omitted.

> A height map is representing voxel data without overhangs. A height map can represent voxel data if the columns are integer heights, in the same way an integer can "represent" an infinite number of countable things. It's like saying the number 7 is "related" to a group of 7 ducks. The relationship is kind of meaningless. But more importantly height maps can use also floating point heights in which case there's no r…

In the present case ( Comanche ) they clearly do represent integer heights.

I still think this is a weird framing overall, but yes I see your quoted line "a height map is" was applying to this article and not generally.
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