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TODO.md

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##TODO:

implement a screen ray vectors aligned with the voxel in subject orientation

cargofy the project

Save voxelized voxel octree into a file to save computation time of on the spot objects.

Add colors and normals to the voxel array

Use quarternions on camera rotations

  1. Indexes are not soo efficient We can replace it make a sorted indexes and lookups.

  2. Find the relationship between indexes and the bits at each LOD, these can tell if the voxel is occupied or not

Arrays of 8bits or arrays of 64bits. Each voxel can be contained either by 64bits or 8bits. A long list of 8bits or 1/8th less of 64bits.

Feb 18:

  • Voxel colors should have its own array of colors for each indexes
  • and so with the normals

8bits indexing is ideal and easier to think about it No need for sorting the indexes, since we can compare morton code which one is greate or not by decoding back the morton then calculating the xyz index

Use opengl instead of ppm files to render the pixels

Feb 25: Correct the parent voxel implementation, seems odd.

Feb 26: Use voxel density justify the rendering of sparse area

Getting the LOD level of detail should be done from the highest detail for each level, not the less accurate parent of parent which will lead to less accurates

Feb 27: Build an octree of the parent 2 ways: top down or bottom up.

for equation source voxelizer:top down * start from the lowest LOD (1), traverse through the occupied region then recursively build the tree.

for pre-defined voxelized objects - bottom up. * from the highest LOD, build the lower level LOD traversing up.

Fractals can be done via top down, series of values can be derived by series equation such as pi values, mandrelbot fractals