I search for an algorithm that basically subdivides a voxel model into a subset of voxels. This subset shall be as small as possible.
i.e. imagine a voxel model that is build up of 1000 voxels. However, since voxels may be joined at some level, a subset could be generated.
Can you point me into the right direction or give me a useful hint?
Regards
Sebastian
Awesoken at
Re: Voxel Decomposition
Your description is very ambiguous. What are the limitations? For example, are you talking about only surface voxels, or also interior voxels? Are your 'subsets' limited to certain shapes, such as vertical slabs (1x1xn)? or perhaps octree-aligned regions? What is the intended application?
Sebastian at
Hi Ken,
Here is the application: I have a huge array of voxels which have all the same color, so can be joined. What I actually want is to render that with OpenGl, in the most efficent manner. That is, decompose the array into simple units. I do have an octtree, but that doesnt divide the map perfectly.
So what Im searching for is a subdivision algorithm that converts a 3d voxel space into a reasonable number of OpenGL Primitives.
Regards Sebastian
esuvs at
Well, I don't really have an answer to your question, but why do you want to merge the voxels? If it is just to reduce the number of triangles then maybe you can generate a mesh with lots of triangles, and then apply known techniques for for merging thse which are coplaner, etc. You can see what I mean under the 'October 2007' section of my screenshots page: