nobody talking about performance you can have 50 QUADRILION VOXELS and it will still run fine cause it render only what on screen... ITS TOTALI POINTLESS AND USSLES cause you cant animate it or do anything whit it .... ITS BASICLI DATA CLOUD OF SQUARES ......
Euclideon, in Brisbane Australia, released software to do this back in 2010. No one believed their claims back then. Very few people still do even though they have been in business selling their software for over a decade. They have opened up a theme park of sorts where anyone can go test their tech in VR.
Nobody beleved them and they were right theyr software wasnt anything more then cloud of data whit search engine ..... You cant anime it move it or do anything productive whit it .... good for maping software im guess but ussles for anything else...
Hi Xima! Would you have the same performance with chunks that are not all the same? I mean, the issue with raytracing is that you are nearly always memory-bound. So when there is only a single chunk in your GPU memory, and if it fits entirely in your GPU memory cache, it might give a huuuuuge boost to your rendering performance that you will not get when using a single big voxel object or a lot of different chunks. Or at least, that's the theory. GPU are really black magic sometimes lol
This is interesting. I know you have a ton of the same object here, which in turn might lead to a drastic performance increase but I can see a world, where we all together refine this so much, that we can create a game world out of decently high scaling voxel meshes, where we can assign physics properties to them based on their material and go crazy. Realistic environmental destruction / damage would be super sick, think of the game "Teardown" but even more detailed.
quite interesting. Could you give some information on the programming language you are using and is this "micro voxel engine built using WebGPU" your own work or somebody else's? The actual tech demo is amazing though. Well done. Quite a remarkable achievement rendering that many voxels without running at 2fps.
I've built the engine in Typescript, C and mainly GLSL. Most of the interesting things happen in the shaders, and the CPU code is mostly just glue stuff.
Polygons were just a shortcut to reach amazing 3d graphics. Voxels are literally 3d pixels, so as soon as technology advances far enough for them to get super small, we will be able to finally witness REAL 3d objects in a world with actual 3d physics. Will take a bit of time as it's still many generations behind, but it will be a sight to behold.
@@user-nf3vd6kv7e you dont get it, the voxels you se are a mesh that is built from the singular voxels, if he was rendering every face of every voxel that would be A LOT of unnecessary rendering and would waste a bunch of memory aswell
@@vibaj16 1. Minecraft is very unoptimised judging based on what optimisation mods can do, 2. LOD makes it doable. It’s mainly chunk generation that is a problem however there is an older video on youtube of a Voxel engine rendering & generating chunks over huge distances, so it is possible.
@@oelx0well minecraft also has the overhead of the java vm. Also minecraft has one of it not the most sofisticated procedural terrain generators ever made. And again this chunk generation algorithm is running in java... I mean just look at the bedrock edition of the game. Far better performance compared to java without mods.
Do I understand correctly that you will not be able to recreate this scene if there are other models? For such a number of voxels, you have to compress them by some algorithm, I assume that you have many identical repetitions of combinations of voxels of this 1 house here, so it will take significantly less memory, right?
Kudos to a wonderful demonstration (presumably) in WebGL. What is the GPU that this is running on? If it is running in WebGL, which version of that api is being used? edit: please ignore, I think another video highlighted that this the api is likely WebGPU running on an RTX 2070. Kudos again.
Impressive is it possible to learn how to do this ? And would it be possible to use it for dynamic destructive terrain? Want to make a video game with a fully destructible environment
I've seen demos like this before. They always seem to just be the same thing rendered over and over with no variation. Then they have no further demos of doing anything else. Why is that?
It's blender at this fucking point it is just fucking blender, there's 3d object importing right? With a nice slider that allows you to make it more and more defined and detailed to the point to infinity where it crashes because the slider got it's number too high not because of the copious amounts of voxels
Assuming I understand your thinking on this, then your voxel world is only 2^15 in each direction. Fun Fact: 35 trillion units of nothing occupies zero bytes of memory.
CLOUD OF VOXEL DATA WHIT RENDER SEARCH ENGINE .... BASICLI A PARLOR TRICK you can render INFINITE DETAIL .... But thats all you can do .....Make images ..... its not a game engine it CANNOT ANIMATE ANYTHING. Its TOTALI POINTLESS....
this is probably the most beatiful way to render geometry rn
Everyone's talking about the performance, but the model looks amazing as well!
nobody talking about performance you can have 50 QUADRILION VOXELS and it will still run fine cause it render only what on screen...
ITS TOTALI POINTLESS AND USSLES cause you cant animate it or do anything whit it .... ITS BASICLI DATA CLOUD OF SQUARES ......
35 Trillion voxels, In a browser, with an option for texture filtering, with a smooth framerate. w h a t
we need to ban this guy for hacking
Mf optimized more for one demo than the entire triple a game market has done in the past ten years
Euclideon, in Brisbane Australia, released software to do this back in 2010.
No one believed their claims back then. Very few people still do even though they have been in business selling their software for over a decade. They have opened up a theme park of sorts where anyone can go test their tech in VR.
I like that you've got AU in your name but your pfp is the check republic. cheers from melb
Nobody beleved them and they were right theyr software wasnt anything more then cloud of data whit search engine .....
You cant anime it move it or do anything productive whit it .... good for maping software im guess but ussles for anything else...
Hi Xima! Would you have the same performance with chunks that are not all the same? I mean, the issue with raytracing is that you are nearly always memory-bound. So when there is only a single chunk in your GPU memory, and if it fits entirely in your GPU memory cache, it might give a huuuuuge boost to your rendering performance that you will not get when using a single big voxel object or a lot of different chunks. Or at least, that's the theory. GPU are really black magic sometimes lol
Impressive, very nice. Now lets see some animation...
This is interesting. I know you have a ton of the same object here, which in turn might lead to a drastic performance increase but I can see a world, where we all together refine this so much, that we can create a game world out of decently high scaling voxel meshes, where we can assign physics properties to them based on their material and go crazy.
Realistic environmental destruction / damage would be super sick, think of the game "Teardown" but even more detailed.
Beautiful work ☀️
He'd have used more voxels, but most of them are still stuck ships offshore.
WHAT? That's insane!! Amazing work!! Wow! I'm jealous!
I bet it's a raycaster. It must be, I can not imagine you rasterising it.
You could use this to make the mandlebulb
damn thats a lot of voxels
quite interesting. Could you give some information on the programming language you are using and is this "micro voxel engine built using WebGPU" your own work or somebody else's? The actual tech demo is amazing though. Well done. Quite a remarkable achievement rendering that many voxels without running at 2fps.
I've built the engine in Typescript, C and mainly GLSL. Most of the interesting things happen in the shaders, and the CPU code is mostly just glue stuff.
Obviously multimeshes especially obvious since it's a repeating pattern?
meanwhile minecraft java struggless to render like 32 chunk render distance
how the fuck is this running so smoothly
thats alot of voxels
its like a pixelated 3d model
This looks amazing! It is truthfully the representation of a 3D Image.
Needs more voxels
Meanwhile my Blender stuttering on moving 10k polygons…
this is why voxels are the future
Polygons were just a shortcut to reach amazing 3d graphics.
Voxels are literally 3d pixels, so as soon as technology advances far enough for them to get super small, we will be able to finally witness REAL 3d objects in a world with actual 3d physics. Will take a bit of time as it's still many generations behind, but it will be a sight to behold.
this is amazing. can you briefly explain your process to get this many voxels on screen? are they actual meshes?
he probably renders only the camara view... i dont think u can render that many voxels.
Greedy meshing probably, many voxels are combined into one single face
@@nemene8585 nah, there is no meshes
@@user-nf3vd6kv7e you dont get it, the voxels you se are a mesh that is built from the singular voxels, if he was rendering every face of every voxel that would be A LOT of unnecessary rendering and would waste a bunch of memory aswell
@@nemene8585 No, you don't get it, there is no mesh, this is raytraced/voxeltraced
But Minecraft struggles if I put the renderdistance above 12
Imagine this with Minecraft lol. Seeing something 30k blocks away seems possible now.
Minecraft has textures and other polygons and many other things going on
@@vibaj16 1. Minecraft is very unoptimised judging based on what optimisation mods can do, 2. LOD makes it doable. It’s mainly chunk generation that is a problem however there is an older video on youtube of a Voxel engine rendering & generating chunks over huge distances, so it is possible.
@@oelx0well minecraft also has the overhead of the java vm. Also minecraft has one of it not the most sofisticated procedural terrain generators ever made. And again this chunk generation algorithm is running in java... I mean just look at the bedrock edition of the game. Far better performance compared to java without mods.
im a beginner to voxels but this is cool
imagine if there was lig- (pc explodes)
how did you fry your pc? yes.
Is 1 quadrillion voxels possible?
This has to be the most hardcore Minecraft Player I've seen
alright. Now physics
This guy is insane
Now I wonder if GPU instancing played a part.
no
id wager it's done via raymarching
Do I understand correctly that you will not be able to recreate this scene if there are other models? For such a number of voxels, you have to compress them by some algorithm, I assume that you have many identical repetitions of combinations of voxels of this 1 house here, so it will take significantly less memory, right?
Yeah for large amounts of models some kind of streaming LOD system would be necessary
Very impressive!
And what if all of those objects would not be a copy of the same object? :)
but how do u store all of them? its at least a terrabyte
Oh, this is so great!
how is it running at a decent frame rate on a browser
But how?!
why not putting 35trillion voxels in one object for the best resolution
is this just one model repeated? probably right?
Kudos to a wonderful demonstration (presumably) in WebGL. What is the GPU that this is running on? If it is running in WebGL, which version of that api is being used?
edit: please ignore, I think another video highlighted that this the api is likely WebGPU running on an RTX 2070. Kudos again.
what does kudos m,ean
Kudos is a term of praise. A well done in other words.
Impressive is it possible to learn how to do this ? And would it be possible to use it for dynamic destructive terrain? Want to make a video game with a fully destructible environment
I would like to sorry if there was any mix up
Teardown is proof that it's possible
Sure, you can totally do this today, Unreal Engine and Unity both have third party plugins which can allow you to do that.
John Lin's kyoutube channel has some good videos making a game with an engine like this
pfff ONLY 35 trillion voxels, how about you try 35 trillion and 1 voxels next time, now THAT would be impressive
If I were you. I would show your work to a game developer. And sell it. I bet you could make a pretty penny from it.
I've seen demos like this before. They always seem to just be the same thing rendered over and over with no variation. Then they have no further demos of doing anything else. Why is that?
Sooooo what do i need to run all of this now?
How the f***
RTX 3090 has 28 billion transistors. Imagine every voxel needing access to one transistor.
1250 3090s would be needed.
Why?
Hey, would you share the source code of this?
Hello, is it possible to get the source code for this?
It's blender at this fucking point it is just fucking blender, there's 3d object importing right? With a nice slider that allows you to make it more and more defined and detailed to the point to infinity where it crashes because the slider got it's number too high not because of the copious amounts of voxels
Assuming I understand your thinking on this, then your voxel world is only 2^15 in each direction. Fun Fact: 35 trillion units of nothing occupies zero bytes of memory.
SOFTWARE RENDERER (Beleve)
Now try to render it with triangles 😂
Sorry you can help me? How to run emerald engine of you in github? I'm download it but i can't run... Please help me :(
kinda pointless if u cant edit it tho
Fake, but big number means good?
ok but why
CLOUD OF VOXEL DATA WHIT RENDER SEARCH ENGINE .... BASICLI A PARLOR TRICK you can render INFINITE DETAIL .... But thats all you can do .....Make images ..... its not a game engine it CANNOT ANIMATE ANYTHING.
Its TOTALI POINTLESS....
Incredible what Unity can do!
is Typescript, C and GLSL
Hi Felix,I really want to talk to you so bad!What’s your email or any other social handle where I can ping you(If you don’t ming!)
@EpsilonDeltaCriterion hi man, I am a muslim too alhamdllah, but I wanted to say, why reply with something that isn't related at all to what he said?