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  • Rendering

    Drawing voxels seems easy at a glance, they're just cubes after all!

    However, there's actually an infinite amount of ways to render voxels, depending on the way they should look like, the underlying storage, performance and resource considerations, general method used, etc. etc. ...

    It all depends on what you ultimately want to do.

  • Cluster Culling
    Replacement of geometry that is too small with lower detail geometry.
  • Occlusion Culling
    Removal of geometry that is fully hidden behind other geometry.
  • Portal Culling
    Removal of geometry that is not in the same 'room'.
  • Planets

    Similar to the problem of map projection, creating planets shows a fundamental problem with voxels: As they are regular grids, shaping the actual grid into a planet, without distortions or discontinuities, is mathematically impossible. As such, we need to employ different methods depending on what we ultimately want to achieve.

  • Back Face Culling
    Removal of geometry not facing the camera.
  • Frustum Culling
    Removal of geometry that is outside the cameras view region.
  • Distance Culling
    Removal of geometry that is too far away.
  • Vulkan API
    Modern hardware accelerated rendering API.
  • OpenGL API
    Classic hardware accelerated rendering API.
  • Interior Culling
    Removal of geometry hidden within geometry.
  • Rendering: Culling

    In general, (visibility-) culling is the process of limiting the amount of things rendered (both geometry and drawcalls) to manageable levels, so the GPU doesn't go up in flames.