Two methods for voxel detail enhancement

Adam M. Smith
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引用次数: 2

Abstract

In this paper I describe a novel technique called voxel detail enhancement that, inspired by pixel art scaling algorithms for 2D images, produces finely detailed (3D) voxel maps from the coarser maps that would be edited by a player's actions during gameplay. I describe two methods which deterministically generate fine voxel fragments that depend only on the occupancy of a local window of coarse voxels. Enhanced voxel maps can provide attractive visuals for voxel-based games without requiring the player to manipulate the world at a finer scale. Decoupling the geometry used in graphics and physics from the construction and destruction mechanics of the game opens up new gameplay possibilities in the design space occupied by games like Minecraft and Voxelstein 3D.
体素细节增强的两种方法
在本文中,我描述了一种名为体素细节增强的新技术,它受到2D图像的像素艺术缩放算法的启发,可以从玩家在游戏过程中操作的粗糙地图中生成精细的(3D)体素地图。我描述了两种方法,它们确定性地生成精细体素片段,仅依赖于粗糙体素的局部窗口的占用。增强体素地图可以为基于体素的游戏提供吸引人的视觉效果,而无需玩家在更精细的尺度上操纵世界。将图像和物理中使用的几何与游戏的建造和破坏机制分离,为《我的世界》和《Voxelstein 3D》等游戏所占据的设计空间开辟了新的游戏玩法可能性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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