For anyone interested, these days there are multiple people working on impressive stuff, sometimes it's even open source:<p><a href="https://www.youtube.com/@GabeRundlett" rel="nofollow">https://www.youtube.com/@GabeRundlett</a> (open source engine in C++ with e.g. Rust bindings via C)<p><a href="https://www.youtube.com/@DouglasDwyer" rel="nofollow">https://www.youtube.com/@DouglasDwyer</a> (proprietary, using Rust and WGPU but interesting videos)<p><a href="https://www.youtube.com/@xima1" rel="nofollow">https://www.youtube.com/@xima1</a> (afaik proprietary, using WebGPU and typescript)<p>Open source stuff:<p><a href="https://github.com/ria8651/alex">https://github.com/ria8651/alex</a> (Rust)
<a href="https://github.com/davids91/shocovox">https://github.com/davids91/shocovox</a> (Rust)<p>There is a myriad more, many discords...
While I got a nice grade in my Computer Graphics intro course back in the day - I have not done any CG since. I have a dumb question:<p>Why is it better render small cubes, then to render triangles (or polygons)? I mean, a cube is, eventually, 6 squares, or 12 triangles, in a certain formation, right? So is the entire benefit captured by this 1/12 ratio? Or is there a deeper motivation for this pseudo-rasterization?
This might profit from some context: This is written by "John Lin", who is famous for his impressive voxel videos on social Media. He became a hallmark name in voxel discussions. See for example his youtube: <a href="https://www.youtube.com/channel/UCM2RhfMLoLqG24e_DYgTQeA" rel="nofollow">https://www.youtube.com/channel/UCM2RhfMLoLqG24e_DYgTQeA</a>
Are voxels the goto method for easy mesh manipulation without worrying about vertices? I’ve been trying to research ways to 3d model without worrying about topology. So far all I’ve found is CSG and voxels.
Hijacking the thread: I'm looking to compute sciency stuff on a grid of truncated octahedrons, and rendering that to voxels. Does anyone know a good way to do that??