<?xml version="1.0" encoding="utf-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Voxels, sparse octrees, virtualization</title>
	<atom:link href="http://anteru.net/2008/07/25/242/feed/" rel="self" type="application/rss+xml" />
	<link>http://anteru.net/2008/07/25/242/</link>
	<description>Graphics, programming &#38; software engineering</description>
	<lastBuildDate>Mon, 08 Mar 2010 20:41:19 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.2</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: Anteru</title>
		<link>http://anteru.net/2008/07/25/242/comment-page-1/#comment-12273</link>
		<dc:creator>Anteru</dc:creator>
		<pubDate>Tue, 27 Oct 2009 14:34:24 +0000</pubDate>
		<guid isPermaLink="false">http://anteru.net/2008/07/25/242/#comment-12273</guid>
		<description>Well, getting the size of a voxel to a pixel is easy if you have a hierarchical data structure -- the oct-tree has no finite depth per se. The main problem will be how to determine what to load and how to stream it efficiently.

Take a look at the GigaVoxel stuff, that&#039;s out already, and I&#039;ve seen it, it really works :)</description>
		<content:encoded><![CDATA[<p>Well, getting the size of a voxel to a pixel is easy if you have a hierarchical data structure &#8212; the oct-tree has no finite depth per se. The main problem will be how to determine what to load and how to stream it efficiently.</p>
<p>Take a look at the GigaVoxel stuff, that&#8217;s out already, and I&#8217;ve seen it, it really works <img src='http://anteru.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Magnus</title>
		<link>http://anteru.net/2008/07/25/242/comment-page-1/#comment-12265</link>
		<dc:creator>Magnus</dc:creator>
		<pubDate>Tue, 27 Oct 2009 07:09:41 +0000</pubDate>
		<guid isPermaLink="false">http://anteru.net/2008/07/25/242/#comment-12265</guid>
		<description>Ive got my own little version of this going right now, but I havent got &quot;unlimited&quot; detail, I cant wait for this to come out!! They can get the size of the voxels to a pixel?!?!? amazing stuff, just get ready for the amount of storage required. :) but who cares thats half the fun.</description>
		<content:encoded><![CDATA[<p>Ive got my own little version of this going right now, but I havent got &#8220;unlimited&#8221; detail, I cant wait for this to come out!! They can get the size of the voxels to a pixel?!?!? amazing stuff, just get ready for the amount of storage required. <img src='http://anteru.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  but who cares thats half the fun.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Hardcode : Sparse Voxel Octree</title>
		<link>http://anteru.net/2008/07/25/242/comment-page-1/#comment-4690</link>
		<dc:creator>Hardcode : Sparse Voxel Octree</dc:creator>
		<pubDate>Mon, 29 Dec 2008 22:04:41 +0000</pubDate>
		<guid isPermaLink="false">http://anteru.net/2008/07/25/242/#comment-4690</guid>
		<description>[...] is the latest data structure used by Carmack for his upcoming 3d engine. Here are some papers describing how octrees are implemented on the GPU (using pointers in the texture [...]</description>
		<content:encoded><![CDATA[<p>[...] is the latest data structure used by Carmack for his upcoming 3d engine. Here are some papers describing how octrees are implemented on the GPU (using pointers in the texture [...]</p>
]]></content:encoded>
	</item>
</channel>
</rss>
