|
|
|
|
|
by desdenova
613 days ago
|
|
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. |
|
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