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 Post subject: I am writing my own little voxel thingie and have a question
PostPosted: Tue Sep 18, 2012 10:59 am 

Joined: Tue Sep 18, 2012 10:47 am
Posts: 3
Hi there

as in the title; I'm writing my own voxel based character animation thing and am running into a problem, wich -probably- is solved by you already.

when I use quaternions/or matrices to rotate a shape (made up out of voxels) I get aliasing artifact when the rotation is 45/135/225/315 degrees

Image

what would be a usefull tactic to solve this problem ?


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 Post subject: Re: I am writing my own little voxel thingie and have a ques
PostPosted: Tue Sep 18, 2012 6:22 pm 
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Interesting problem, but actually this isn't something we've ever addressed. For example Voxeliens doesn't actually feature any rotating voxels in the way that you describe, and the Voxelien characters are actually just triangle meshes anyway.

I guess this is basically the 3D equivalent of aliasing, and as such I can imagine that it might be possible to improve your results by upscaling the volume data to a higher resolution and performing the resolution there. But with classic anti-aliasing (e.g. FSAA) you would then average the pixel values when you down sample again... and this isn't really possible when every voxel has to be solid or empty.

So yeah, I think it's tricky to do this for the environment. If it's just for characters or objects in the game then it might be easier just to rotate the meshes (though the effect isn't quite the same). You can also take any mesh (without a voxel appearance) and make it look 'voxel like' by clamping the vertex positions to integer values in the vertex shader. This is basically what we did for the explosions in Voxeliens.

Sorry if that's not much help...


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 Post subject: Re: I am writing my own little voxel thingie and have a ques
PostPosted: Tue Sep 18, 2012 6:49 pm 

Joined: Tue Sep 18, 2012 10:47 am
Posts: 3
thanks !

I gave the upscaling/downscaling method a go, it solved the problem in some cases and introduces new troubles for other cases but i guess I can work around that


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