Given a voxel octet, how do you visualize with a smooth surface?

I noticed that most 3d voxel models are actually quite low resolution, but then visualized with anti-aliasing with some interpolation.

Given its ray tracing, what is the algorithm used to smoothly convert it? Can anyone suggest a book on this topic?

+3
source share
2 answers

This was discussed at the OMPF forum . The key is to have normal surface information stored with each voxel - even for high resolution voxel. You do the shading with normal, not normal, for the small box, which is a voxel. Even then, this is not good for surfaces that are almost axially aligned, where you have a lot of flat surfaces with random steps. Steps are almost impossible to hide on smooth surfaces. In addition, for extremely irregular surfaces, you will have problems when one “voxel normal” is not suitable for viewing from different angles.

+4
source

. - .

0

Source: https://habr.com/ru/post/1735975/


All Articles