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by magicalhippo
613 days ago
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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. |
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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.