1. Sparse Voxel Octree Ray-caster Demo


    from Kayla Hanson / Added

    48 Plays / / 0 Comments

    This is a demo of the sparse voxel octree ray-caster I wrote for my Master's in Interactive Technology thesis project. The ray-caster limit VRAM usage and streams data as-needed from main RAM to VRAM depending on the current view. We can render parts of very large models with very strict VRAM limitations in this way. Models sourced from http://graphics.cs.williams.edu/data/meshes.xml and converted to voxel format.

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    • Voxelizer (Maya Plugin - Demo2)


      from Marco Romeo / Added

      569 Plays / / 7 Comments

      Second Demo of my voxelizer plugin for Maya. Now working rapidly on animated meshes Programmed in C++ Meshes and animation courtesy of Skara - The Blade Remains Limited.

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      • GWSP lvl84 vorticity volume


        from CASLCrewAcademia / Added

        11 Plays / / 0 Comments

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        • Nebula


          from Jason Burton / Added

          2,181 Plays / / 13 Comments

          This is a box and a volumetric shader I built in Houdini. There are some artifacts from limiting the octree divisions. WE REQUIRE MORE OCTREE DIVISIONS

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          • Cloth Simulation


            from Honey Sharma / Added

            91 Plays / / 0 Comments

            Cloth simulation based on mass spring model with RK4 and Verlet integrators, having wind effects, collision handling using Octree spatial partitioning and user interface.

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            • Haptic Assembly and Disassembly Task Assistance using Interactive Path Planning


              from VGTCommunity / Added

              8 Plays / / 0 Comments

              AUTHORS: Nicolas Ladeveze, Jean Yves Fourquet, Bernard Puel ABSTRACT: This paper describes a global interactive scheme including fast motion planning and real time guiding force for 3D CAD part assembly or disassembly tasks. For real time purpose, the motion planner is divided into different steps. First, a preliminary workspace discretization is done without time limitations at the beginning of the simulation. Then, using those computed data, a second part tries to find a collision free path in real time. Once the path is found, an haptic artificial force is applied constraining the user on the path. The user can then influence the planner by not following the path and automatically order a new path research. The performance of this haptic assistance is measured on a test simulation based on an ALSTOM power components assembly simulation.

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              • Unity3D Voxel Generator


                from Scott Barnes / Added

                643 Plays / / 0 Comments

                Made this today in Unity3D.. using a combination of Octree storage, perlin noise generation and Occulusion culling .

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                • Sparse Voxel Octree Space Subdivision using the POV-SDL


                  from Robert McGregor / Added

                  911 Plays / / 0 Comments

                  This video shows the results of using a simple, brute force method of octree space partitioning a 3D Julia set into sparse voxels over ten recursive levels using POV-Ray's SDL. Each recursive iteration provides exponentially greater detail by adding additional spheres to any sparse voxel that's completely inside the fractal surface.

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                  • Cube Octree


                    from João Morais / Added

                    64 Plays / / 0 Comments

                    Testing OcTree to its limits of 128x128x128 (approx. 2 million cubes) (right now) at an average of 10 FPS for a University Project, still needs optimization.

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                    • Microcosm Development: Octree Algorithm


                      from gregory Wieber / Added

                      832 Plays / / 0 Comments

                      Microcosm (appositelabs.com/microcosm) is a Granular Synthesis sound toy for iOS. This video is a demonstration of one of the algorithms being used in the development of the app's next update: Octree Spatial Partitioning. To enhance Microcosm's visual engine, we are adding interactions between individual particles. Because CPU and memory are limited, we need a way to limit the number of necessary calculations. So, rather than comparing every particle to every other particle, we need only compare particles that are close to each other. In order to accomplish this, we divide the space using an Octree algorithm. Octrees are recursive tree data structures in which a cube is subdivided into 8 child-nodes. Each child-node can be further subdivided into 8 pieces, and so on. In our case, a node is subdivided when it contains more than a certain number of particles. Ultimately, when we perform particle to particle interactions, particles will only be compared to other particles in the same node. The algorithm seen in this video is not optimized; the Octree is destroyed and rebuilt every frame (at roughly 60 frames per second). The production version in development is further optimized by merging and destroying nodes dynamically as the particles move through space. For more information on Octrees, see: http://en.wikipedia.org/wiki/Octree Audio source material for Granular Synthesis from: http://www.freesound.org/people/timdrussell/sounds/51837/

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