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What are some good resources (tutorials, code, papers, etc.) for learning about voxel rendering?

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I recently did some experimentation with voxels for rendering terrain, with support for overhangs. I pretty much used these articles to build my prototype:

Something to look out for, I could never get normal generation to work correctly once I had generated a mesh from my voxels. If anyone can give any pointers for this, I'd be grateful.

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Here is a 10 year old tutorial that goes pretty deep into Voxel rendering as a technology. It's still a good read.

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    \$\begingroup\$ This article doesn't exists anymore. \$\endgroup\$ – Afonso Lage Oct 14 '16 at 10:31
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This paper by Jon Olick is pretty interesting: http://s08.idav.ucdavis.edu/olick-current-and-next-generation-parallelism-in-games.pdf

And those two forum threads about it: http://ompf.org/forum/viewtopic.php?f=3&t=904

and: https://mollyrocket.com/forums/viewtopic.php?t=551

It gives you a nice overview about how things could be done in a modern voxel engine.

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  • \$\begingroup\$ 2nd link appears to be what is now a browser addon (possibly malicious) and the 3rd link is dead. Just wanted to warn people before they bother clicking :) \$\endgroup\$ – Shelby115 Jun 20 '18 at 20:25
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I work on an open-source voxel library called PolyVox which has some good documentation for the technology. Also linked at the bottom of our documentation page is a chapter of 'Game Engine Gems Volume 1' on volumetric representations in games via Google Books.

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Check this Stackoverflow post for links to Voxel libraries: https://stackoverflow.com/questions/8022123/know-any-voxel-graphics-c-libraries/12583533#12583533

I'm also developing a renderer based on voxel raycasting: http://www.forceflow.be/category/phd/

I developed an out-of-core voxelizer and SVO builder and published paper and code here: http://graphics.cs.kuleuven.be/publications/BLD13OCCSVO/

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