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Sparse Voxel Octree (SVO) Demo by Jon Olick

Zelexi · 190.9K views · 2008-11-17 · 4:45

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Overview

A short demo of real-time sparse voxel octree rendering, shown by Jon Olick at Siggraph 2008. It shows a detailed model rendered by ray casting through the octree.

On Hacker News

Cited in discussions of voxel rendering, id Software's research and Euclideon-style claims as an early demonstration of the technique.

Discussed on HN; no positive recommendation is recorded in this export · HN mentions 2010–2011

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MtrL · 2011-08 · Reference

He, and his company, have done research into the field of SVOs to compliment megatexture. I don't know enough to say if it's the same approach, but it's certainly the same field, so you'd expect him to know a fair bit about it. [VIDEO]

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seanalltogether · 2011-08 · Reference

I think the biggest problem that people aren't talking about is that LOD for geometry simply isn't as important as texture quality when getting close to a surface. I'm pretty sure the reason they have so many duplicate objects in the original presentation is because they simply ran out of memory to store all the texture data for the scene, because you need really high rez textures to be able to zoom in so close to each object. Notice that most demos which zoom in on the model don't use textures [VIDEO] , because they don't have textures with high enough resolution.

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modeless · 2010-08 · Reference

Nitpick: As the name implies, megatexturing solves the problem of texture memory management and rendering, allowing essentially unlimited texture detail on any object. The problem of unlimited geometry detail is still unsolved. Carmack has hinted that id Tech 6 may tackle the geometry problem using voxels instead of polygons, and id actually demoed a voxel rendering system at SIGGRAPH 2008: [VIDEO]

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Video by Zelexi, played through YouTube.

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