Category Archives: Voxels

A level of detail method for blocky voxels

Large voxel terrains may contain millions of polygons.  Rendering such terrains at a uniform scale is both inefficient and can lead to aliasing of distant objects.  As a result, many game engines choose to implement some form of level of … Continue reading

Posted in Geometry, Programming, Voxels | 2 Comments

Voxel lighting

Been a long time since I’ve written anything here.  Lately I’ve been working on a new multiplayer WebGL voxel engine for codemao (an educational platform to teach kids programming via games).  It’s not live yet, but a bunch of neat ideas … Continue reading

Posted in Programming, Voxels | 2 Comments

Ambient occlusion for Minecraft-like worlds

It has been a while since I’ve written about Minecraft-like games, and so today I figured I’d take a moment to discuss something which seems to come up a lot in online discussions, specifically how to implement ambient occlusion in … Continue reading

Posted in Programming, Voxels | 15 Comments

Turning 8-Bit Sprites into Printable 3D Models

Continuing in the recreational spirit of this blog, this week I want to write about something purely fun.  In particular, I’m going to tell you how to convert retro 16 x 16 sprites into 3D miniatures: This project was motivated … Continue reading

Posted in Mathematics, Programming, Voxels | 34 Comments

Simplifying Isosurfaces (Part 2)

To briefly recap, our goal is to render large volumetric environments.  For the sake of both efficiency and image quality, we want to introduce some form of level of detail simplification for distant geometry.  Last time, we discussed two general … Continue reading

Posted in Mathematics, Programming, Voxels | 13 Comments

Simplifying Isosurfaces (Part 1)

I just got back to the US after spending 3 months in Berlin, and I’ve now got plenty of ideas kicking around that I need to get on to paper.   Recall that lately I’ve been blogging about solid modeling and … Continue reading

Posted in Mathematics, Programming, Voxels | 3 Comments

Smooth Voxel Terrain (Part 2)

Last time we formulated the problem of isosurface extraction and discussed some general approaches at a high level.  Today, we’re going to get very specific and look at meshing in particular. For the sake of concreteness, let us suppose that … Continue reading

Posted in Mathematics, Programming, Voxels | 27 Comments