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Sparse Voxel Octree (SVO) Demo by Jon Olick

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Demos
YouTube
Cited on HN 4 times, 2010–2011, never outright recommended score 0
Years with an HN recommendation, 2007–2026

Cited in discussions of voxel rendering, id Software's research and Euclideon-style claims as an early demonstration of the technique.

A short demo of real-time sparse voxel octree rendering, shown by Jon Olick at Siggraph 2008. It shows a detailed model rendered by ray casting through the octree.

“id actually demoed a voxel rendering system at SIGGRAPH 2008” (HN, 2010)

4 citations · Demos · intermediate · partly dated

4 Hacker News comments

From the HN archive; up to 20 kept per video, favoring different commenters. Recommendations first.

@hedgehog Mar 2010 Cites it
on HN thread So Long Polygons. It's been a blast.
As others have said looks like some sort of voxel raycaster. I wrote one a couple years back that got to about 1FPS w/o too much optimization so it's pretty conceivable that with better optimization and faster hardware you could go much faster. The big problem with building scenes like this is that the datasets get really big really fast. There's a lot of interesting work happening in the area, in particular id's upcoming stuff and the GigaVoxels project. [link] [this video] [link]
Sparse voxel octree rendering demo
@modeless Aug 2010 Cites it
on HN thread John Carmack demos Rage on iPhone
Nitpick: As the name implies, megatexturing solves the problem of texture memory management and rendering, allowing essentially unlimited texture detail on any object. The problem of unlimited geometry detail is still unsolved. Carmack has hinted that id Tech 6 may tackle the geometry problem using voxels instead of polygons, and id actually demoed a voxel rendering system at SIGGRAPH 2008: [this video]
id demoed a voxel rendering system at SIGGRAPH 2008
@MtrL Aug 2011 Cites it
on HN thread Games company claims their graphics are 100,000x better
He, and his company, have done research into the field of SVOs to compliment megatexture. I don't know enough to say if it's the same approach, but it's certainly the same field, so you'd expect him to know a fair bit about it. [this video]
Sparse voxel octree research complementing megatexture
@seanalltogether Aug 2011 Cites it
on HN thread Notch defends his previous statement calling Euclideon a scam
I think the biggest problem that people aren't talking about is that LOD for geometry simply isn't as important as texture quality when getting close to a surface. I'm pretty sure the reason they have so many duplicate objects in the original presentation is because they simply ran out of memory to store all the texture data for the scene, because you need really high rez textures to be able to zoom in so close to each object. Notice that most demos which zoom in on the model don't use textures [this video] , because they don't have textures with high enough resolution.
Demo zooming on untextured model

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