Two Methods for Voxel Detail Enhancement

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Two Methods for Voxel Detail Enhancement Adam M. Smith [email protected] @rndmcnlly

Transcript of Two Methods for Voxel Detail Enhancement

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Two Methods for Voxel Detail Enhancement

Adam M. [email protected]

@rndmcnlly

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expressiveintelligencestudio

UC Santa Cruz

Two Methods for Voxel Detail Enhancement

[email protected]

PCGames 2011 – Bordeaux, France

Adam M. Smith (presenter)

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EXPLORATORY DESIGNPrelude

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Exploratory Design

• Design– Analysis × Synthesis

• Exploration– travelling for the purpose of discovery

• Exploratory Design:– Extracting interesting nuggets– Building new components out of them– Examining implication for design of new artifacts

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Where does exploratory design happen?

“Hacker Dojo is a community center for hackers and thinkers to meet, discuss, learn, create,

build and play.”

SuperHappyDevHouse

South Bay Game Jam

The Independent Game Jam

Hacker DojoMountain View, CA, USA

Location Events

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VOXELSInteresting nugget #1

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Woxel’s a Voxel?

Pixels in Wolfenstein 3D Voxels in Voxelstein 3D

(pixel: a colored square on a plane)

(voxel: a colored cube in space)

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Voxels in Action

• Minecraft– Player-created architecture

• Ace of Spades– Combat on top of player-created architecture

• Voxatron – Retro-inspired arcade, bulk destruction

• Atomontage– Photorealism, limited editing

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PIXEL ART SCALING ALGORITHMSInteresting nugget #2

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Pixel Art Scaling Algorithms

hq3x

Super2xSaI

2xSaI

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VOXEL DETAIL ENHANCERSThe new component

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Recursive Subdivision (Diagrammed)

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Recursive Subdivision (Demonstrated)

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Direct Resampling (Diagrammed)

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Direct Resampling (Demonstrated)

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DECOUPLED MODIFICATION AND INTERACTION MECHANICS

Implications

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Decoupling

Enhancement

Rendering

Perception

Modification

Inte

racti

on

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Exploring a Design Space

Wolfenstein 3D (1992)

Wolfenstein (2009)

Voxelstein (2008)

??? (20xx)

Ace of Spades (2011)

Minecraft (2009)

Voxatron (201x)

Hardware-acceleratedvoxel rendering engines Voxel detail enhancement

Braid (2008)

Dwarf Fortress (2006) Terraria (2011)

Hardware-acceleratedtriangle rendering engines Pixel art scaling algorithms

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Related Concerns• Visibility– Ignore the voxel unless it has a different neighbor

• Computational Complexity– Terrains are 2D manifolds only n2 of n3 are visible

• Neighbor Dependence and Caching– Deterministic, finite domain – memoize it!

• Physics– Voxel normals only point in grid directions…

• Lighting– Emit many wandering snowflakes, they each lives long

enough with hitting terrain, accumulate intensity

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Exploratory Design … on Mars?