Hi,
t0bsen wrote:
I have been following your great project for quite a while and it inspired me, to start a similar project. That is why I am interested in some details of Thermite.
Great! Can I ask, are you Tobias Tropper? I was expecting him to post some questions, and I'm not sure if it's you! I'm always interested in other voxel projects at any rate
t0bsen wrote:
Since the fps highly increases if not everything is visible, I suppose you implemented some kind of view frustum culling, did you? Did you implement (or thought of) other culling techniques like occlusion culling too?
At the moment it's just basic view frustum culling, as implemented by Ogre3D. Any occlusion culling technque of course needs to work with dynamic data, so precomputation isn't really possible. But there is a tequnique called Coherent Hierarchal Culling, which I'm intending to investigate at some point.
t0bsen wrote:
A LOD would be really desirable, but it seems to be a rather difficult problem on a voxel terrain. Did you already give it a try?
LOD is tricky. At the moment PolyVox supports generating lower LOD levels by downsampling the volume. One advantage to this is that low LOD levels can be generated more quickly than high LOD levels (rather than generating the high LOD, and then taking extra time to simplyfy it). A disadvantage is that the adjecent LOD levels don't line up properly.
I'm also interested in using conventional simplification techniques on a high resolution mesh to simplfiy it. This is hard though, and it's still a research area for me.
t0bsen wrote:
In your recent release you obviously avoided tri-planar texturing as far as you could. Is it that expensive or did you have other reasons?
I haven't really measured how expensive it is, but the main reason was that I simply didn't want triplanar texturing for the surface of the landscapes (I wanted to be able to use textures created in a landscape modeling package). Triplanar texturing is still used for the voxels which are below the surface.
Mostly, I'm just trying to make the system more flexible so that any kind of texturing or material approach can be used.