<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Efficient Sparse Voxel Octrees</title>
	<atom:link href="http://www.realtimerendering.com/blog/efficient-sparse-voxel-octrees/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.realtimerendering.com/blog/efficient-sparse-voxel-octrees/</link>
	<description>Tracking the latest developments in interactive rendering techniques</description>
	<lastBuildDate>Mon, 17 Jun 2013 03:17:13 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.4.1</generator>
	<item>
		<title>By: Spudd86</title>
		<link>http://www.realtimerendering.com/blog/efficient-sparse-voxel-octrees/comment-page-1/#comment-334</link>
		<dc:creator>Spudd86</dc:creator>
		<pubDate>Mon, 08 Mar 2010 17:22:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1058#comment-334</guid>
		<description>ah found some of the old docs for cube http://strlen.com/sauerbraten/docs/dev/wikistuff.html scroll down to the bit about edge spans.</description>
		<content:encoded><![CDATA[<p>ah found some of the old docs for cube <a href="http://strlen.com/sauerbraten/docs/dev/wikistuff.html" rel="nofollow">http://strlen.com/sauerbraten/docs/dev/wikistuff.html</a> scroll down to the bit about edge spans.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Spudd86</title>
		<link>http://www.realtimerendering.com/blog/efficient-sparse-voxel-octrees/comment-page-1/#comment-316</link>
		<dc:creator>Spudd86</dc:creator>
		<pubDate>Tue, 23 Feb 2010 00:22:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1058#comment-316</guid>
		<description>Sounds a bit like the data structures used in cube to represent level geometry: http://cubeengine.com/

Cube doesn&#039;t use it as voxels... but the contour stuff is like what cube does.

Cube&#039;s level geometry is real time editable in the game engine, AND very compact.</description>
		<content:encoded><![CDATA[<p>Sounds a bit like the data structures used in cube to represent level geometry: <a href="http://cubeengine.com/" rel="nofollow">http://cubeengine.com/</a></p>
<p>Cube doesn&#8217;t use it as voxels&#8230; but the contour stuff is like what cube does.</p>
<p>Cube&#8217;s level geometry is real time editable in the game engine, AND very compact.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: PolyVox</title>
		<link>http://www.realtimerendering.com/blog/efficient-sparse-voxel-octrees/comment-page-1/#comment-309</link>
		<dc:creator>PolyVox</dc:creator>
		<pubDate>Fri, 19 Feb 2010 08:40:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1058#comment-309</guid>
		<description>This is very much in my area of interest so thanks for bringing to my attention! I had a chance to play with the demo last night and it seemed nice. I estimated by eye that the demo dataset was either 512³ or 1024³ and it ran at around 50 fps on my NVidia GTX 260. There&#039;s a lot of preprocessing (several hours) which I believe is mostly for building the octree, but could also be the ambient occlusion calculations. They also provide a tool for converting your own models into voxel format but I haven&#039;t tried this.

If I gt a chance I might try importing the voxel models onto my own engine to see how their CUDA raycasting approach compares with extracting the isosurface and rendering triangles. Their format is a little different to mine, though.

There are several prototype &#039;sparse voxel octree&#039; game engines out there, but this is the first I have seen which has actually released a playable demo to prove it works. Well done NVidia :-)</description>
		<content:encoded><![CDATA[<p>This is very much in my area of interest so thanks for bringing to my attention! I had a chance to play with the demo last night and it seemed nice. I estimated by eye that the demo dataset was either 512³ or 1024³ and it ran at around 50 fps on my NVidia GTX 260. There&#8217;s a lot of preprocessing (several hours) which I believe is mostly for building the octree, but could also be the ambient occlusion calculations. They also provide a tool for converting your own models into voxel format but I haven&#8217;t tried this.</p>
<p>If I gt a chance I might try importing the voxel models onto my own engine to see how their CUDA raycasting approach compares with extracting the isosurface and rendering triangles. Their format is a little different to mine, though.</p>
<p>There are several prototype &#8216;sparse voxel octree&#8217; game engines out there, but this is the first I have seen which has actually released a playable demo to prove it works. Well done NVidia <img src='http://www.realtimerendering.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
</channel>
</rss>