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The following screenshots have been rendered with our real-time voxel renderer.
The largest scene contains over 100M explicitly defined voxels, out of which about 50M voxels define solid matter.
Over 7M surface voxels are rendered in each frame.
The content has been generated by our volumetric content-generator.
This scene is made of over 100M explicitly defined voxels. About half of them define solid matter. The scene was volumetrically modelled in our engine and rendered on a per-pixel-geometry basis. Over 7M surface voxels are rendered in each frame.
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The voxels closest to the camera are about one pixel across. The voxels at the edge of the scene are renderd on a subpixel basis. Use the red-cyan glasses to view the anaglyph image.
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These are a few of up to 16 LODs of the scene content. LODs are automatically generated by the engine. Distant parts of the scene are usually rendered at lower detail. This makes the performance of the renderer depend on the screen resolution rather then on the extents of the rendered scene.
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This is a close-up of a geometrically complex plant made of tens of thousands of segments. It would be uneasy to render such an object in real-time if modelled as a triangle mesh. Using bump-mapping to reduce triangle count wouldn't help much to simplify the mesh without a significant degradation of the apparent complexity of the object.
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This is a close-up of hundreds of nicely round tiles and a plant pot. You can recognize particular voxels making up the tiles lying close to the camera.
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This is a work-in-progress version of the plants above. Each of the thorny plants is made of tens of thousands of segments.
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