WOKSEL Istnieje Inne Podejście Do Grafiki Komputerowej, Jaką Jest Grafika Złożona Z Trójwymiarowych Pikseli, Czyli Wokseli

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WOKSEL Istnieje Inne Podejście Do Grafiki Komputerowej, Jaką Jest Grafika Złożona Z Trójwymiarowych Pikseli, Czyli Wokseli WOKSEL Istnieje inne podejście do grafiki komputerowej, jaką jest grafika złożona z trójwymiarowych pikseli, czyli wokseli. Ostatnimi laty przeżywała ona renesans dzięki grom takim jak Minecraft, które korzystały z kanciastej stylistyki, upraszczając ją. Czym jest woksel? Woksel (czyli wolumetryczny element obrazu) to trójwymiarowy piksel, który istnieje w odniesieniu do innych i który może mieć reprezentację zarówno w postaci sześcianów jak i również zmienioną na wielokąty. • Voxel to trójwymiarowy piksel • Model objętościowy wiernie oddający strukturę wewnętrzną i kształt zewnętrzny • Wielkie ilości danych • Najdokładniejsze modele Model wykonany z wokseli i wyrenderowany za pomocą sześcianów w programie MagicaVoxel Zaletami tego podejścia do danych graficznych jest między innymi pełna możliwość edycji otoczenia, dokładne odwzorowanie map wysokości oraz brak pewnych problemów, które posiadają obiekty zbudowane na podstawie polygonów (obiekty zbudowane z polygonów są puste w środku). Wadami tego systemu graficznego jest specyficzny wygląd, problematyczna animacja (często wymagająca konwersji modeli złożonych z wokseli na obiekty polygonowe) oraz wysokie zapotrzebowanie na pamięć i moc obliczeniową (przy dużej szczegółowości). Historia wokseli. Jednymi z pierwszymi gier, które używały modeli złożonych z trójwymiarowych pikseli były gry oparte na silniku Kena Silvermana, czyli Build Engine. Np. takie tytuły jak Shadow Warrior oraz Blood. Blood, Monolith Productions – 1997. Build Engine jednak nie był stricte silnikiem wokselowym (był to silnik używający metody ray castingu). Używał jedynie modeli opartych na wokselach. Jednak kolejne aplikacje, które stworzył Ken Silverman, za pośrednictwem swoich kolejnych silników graficznych, były już w pełni złożone z wokseli. Np.: Voxelstein, która pozwała na ograniczoną (przez twórcę gry), dokładną destrukcję otoczenia (woksel po wokselu) z ograniczonym silnikiem fizycznym, oraz o Ace of Spades, która wykorzystywała destrukcję otoczenia w mechanice rozgrywki wieloosobowej. Obie gry działały na silniku VoxLab. Woksele były również wykorzystywane w produkcjach takich jak Hexplore, Command And Conquer 2: Red Alert lub częściowo także w Worms 3D (otoczenie gracza). Obecnie przykładem gry korzystającej z założeń silników wokselowych jest gra Voxatron. Edytory graficzne. Przykłady programów, które obsługują formaty grafiki wokselowej: Qubicle Constructor, SLAB6, MagicaVoxel, Goxel. Podstawowe modelowanie obiektów przestrzennych z wokseli jest proste i przyjemne, jednak warto zwrócić uwagę że mało silników zawiera algorytm pozwalający zobrazować modele wokselowe, przez co jest wymagana konwersja do formatu grafiki polygonowej i w konsekwencji optymalizację modelu trójwymiarowego. Poza tym, animacja wokseli jest dość problematyczna i może być realizowana albo za pomocą siatki następujących po sobie ułożeń (trójwymiarowe sprite), bądź przy przeniesieniu modelu z wokseli na wielokąty i odwzorowanie anatomii obiektu (stworzenie jego „kości”, tzw. rigging). Pozyskiwanie danych (zbiory przekrojów) .
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