And just when you thought you were through with tracing things all over the place… John Carmack strikes back with a mortal blow with something about ray tracing into a sparse voxel octree!!
The article doesn’t really say much (nothing actually) about the algorithm, and this is where the fun/fuss starts! I can’t wait to see all the amazing/crazy ideas people from all over world will come up with, about what John is actually talking about. Plots over plots will emerge.. flames..
One part that is so standard is the fact that John said he tried this algorithms some years back, even in software rendering… If you look back at when he first mentioned this thoughts about megatexturing you will probably be surprised. It was before Quake 3 was released! I mean this guy is like having a pool of ideas figured out and just sit and wait for the right time to implement.
So let there be fully virtualized geometry.. … done!
Technorati Tags: carmack, octree, geomentry, virtual, tech 6, voxel























3 Comments
#1. remy 03.22.2008
Speaking of virtualization, could we learn how you did your megatexturing implementation please ? The video looked real nice, and the fact that it works over arbitrary geometry is really cool ! Is it available in the sylphis svn ? I’ve been dying to understand how you did it since last august
#2. Harry Kalogirou 03.22.2008
I found a nice way to implement the megatexturing system, but the description wouldn’t fit in this comment!
Unfortunately I didn’t finish the system because of “real-work”.. I just didn’t have the time to actually look at the code since August! So the semi-complete code is still in my personal repository..
I will try to write some post about it when I get the time..
#3. remy 03.23.2008
sweet, i’ll be waiting eagerly !
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