# Tag Info

Accepted

### What does "6-separating" and "26-separating" voxelization mean?

The terms have to do with the "thickness" of the voxelization. I'll illustrate with the help of a diagram about 2D line rasterization (from this unrelated question). On the right is the typical line ...
• 23.7k

### How to determine if SceneKit can produce sufficiently 3D graphics like Minecraft?

What is missing? Now that we can see images from your app, the difference that stands out most to me is the lack of shadows and ambient occlusion. This gives a very flat look as the colour of a ...
• 5,892
Accepted

### How does voxel cone tracing work?

Illumination components If our scenes only contain point lights (e.g., omni lights, spotlights, etc.) and emissive surfaces, the illumination contributions at a surface position, $x$, are computed as ...
• 1,024
Accepted

### Binary scene voxelization using imageStore - problem

In the binary version you're doing an imageLoad and an imageStore on the same texture to modify it. This is a classic race ...
• 23.7k
Accepted

### Comprehensive explanation of conservative rasterization algorithm

I'm not sure what exactly you mean by how to visualize a plane that use w value as one of this coordinates but here's a sketch that will, hopefully, clarify this sentence: a line through each ...
• 66
Accepted

### Regular voxel grids and RTX accelerated ray tracing

As you said, the RTX Turing architecture comes with wired primitive-ray intersection, (to be more specific, triangle-ray intersection). The BVH is built by specifying the Bounding Box program to OptiX,...
• 257

### How to build a triangle-voxel list from a triangle mesh?

You could do this. Basically what you would do is generate a cube for each voxel (or actually nearby voxels could share the edges). Not exactly sure what benefit you would get form this, unless your ...
• 8,169
Accepted

### How to voxelize geometry using textures and shaders?

A fragment shader executes for a 2D rasterized position. When you output the normalized position it's still being projected onto the 2D xy image plane onto a render target. The render target is 2D, so ...
• 476
1 vote

### Way to estimate the amount of overlap between a rectangular prism and a frustum?

The typical prism/obb/aabb is made up of 6 planes, and the frustum is also typically made up of 6 planes. To generate a new volume that is the intersection of the two original volumes, use plane ...
• 2,132
1 vote
Accepted

### How to smooth out a voxel grid?

If you have this data in a 3d array where a block is a 1 and no block is a 0 you can apply a 3d blur and then set all voxels that are left with a value higher than 0.5 to 1 and those that arent to 0. ...
1 vote

### How to determine if SceneKit can produce sufficiently 3D graphics like Minecraft?

SceneKit, as of iOS 9/OS X El Capitan, can handle all of the suggested lighting changes from @trichoplax. The newly announced (June 2016) Physically Based Rendering (PBR), and support for Pixar's ...
• 111
1 vote

### How to determine if SceneKit can produce sufficiently 3D graphics like Minecraft?

1) Drawing a bunch of 3d cubes with simple textures? Yes, SceneKit can do that. 2) Way too broad a question... try reading the docs. 3) Since this is a platform specific question try the scenekit ...
• 111

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