GooberMan
Scripting Nut

Posts: 1097
Registered: 02-01 |
It was written in CUDA, which means it can bypass the current-standard polygon pipeline to render the voxels natively on hardware. It's one of the advantages of using a GPGPU library. I'm waiting for the day when new hardware ditches the polygon pipeline entirely and implements it in GPGPU software. It'd probably perform a little slower than the current pipeline, but it's the way forward.
The GPGPU capabilities of the next generation of games consoles will dictate exactly how viable voxel technology is in the foreseeable future. It can certainly be used successfully right now with certain limitations (ie Crysis, which uses a heightmap and voxel capping features that are both converted to polygons) but any development with voxels is effectively a gamble for all but the PC development crowd at the moment. Or, in this case, the basis for a thesis. Hooray for academia.
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