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by magicalhippo 613 days ago
Technically I guess one could do a stable diffusion-like model except on voxels, where instead of pixel intensity values it producing a scalar field which you could turn into geometry using marching cubes or something similar.

Not sure how efficient that would be though, and would only work for assets like teapots and whatnot, not whole game maps say.

1 comments

That's a simplified version of what a point cloud stores, but only works with cubes then.

A point cloud is basically a 3D texture of colors and densities, so a raymarching algorithm can traverse it adding densities it collides with to find the final fragment color. That's how realistic fog and clouds are rendered in games nowadays, and it's very fast, except they use a noise function instead of a scene model.

> A point cloud is basically a 3D texture of colors and densities

That's not how I'm familiar with it. As I know it[1], a point cloud is literally that, a collection of individual points, that represents an object scene.

While what you describe is like the scalar field[2] I mentioned, each position in space has some value. You can render them directly like you say, I was thinking to extract geometry a level-set method could be interesting.

[1]: https://en.wikipedia.org/wiki/Point_cloud

[2]: https://en.wikipedia.org/wiki/Scalar_field