https://www.youtube.com/@GabeRundlett (open source engine in C++ with e.g. Rust bindings via C)
https://www.youtube.com/@DouglasDwyer (proprietary, using Rust and WGPU but interesting videos)
https://www.youtube.com/@xima1 (afaik proprietary, using WebGPU and typescript)
Open source stuff:
https://github.com/ria8651/alex (Rust) https://github.com/davids91/shocovox (Rust)
There is a myriad more, many discords...
Sadly, a lot of projects get abandoned.... :(
https://www.thecourier.co.uk/fp/news/dundee/4988656/4j-studi...
Why is it better render small cubes, then to render triangles (or polygons)? I mean, a cube is, eventually, 6 squares, or 12 triangles, in a certain formation, right? So is the entire benefit captured by this 1/12 ratio? Or is there a deeper motivation for this pseudo-rasterization?
As Lin says "Universe = voxels" .. insinuating that atoms are essentially voxels.
Edit: I misunderstood.
https://youtube.com/watch?v=8ptH79R53c0 (see pinned comment)
I suppose this is similar to voxels in that the data is stored in a uniform grid, but the way it gets rendered is different.
[0] https://www.adobe.com/products/substance3d/apps/modeler.html
> A signed distance field is represented as a grid sampling of the closest distance to the surface of an object represented as a polygonal model. [1]
and
> Signed Distance Fields (SDF) are 3D textures where each texel stores the distance from the surface of an object. By convention, this distance is negative inside the object and positive outside. [2]
But that grid of values gets generated from either mathematical formulas, e.g. spheres, or from another representation of geometry such as a mesh or a vector shape.
[0] https://en.wikipedia.org/wiki/Signed_distance_function
[1] https://developer.nvidia.com/gpugems/gpugems3/part-v-physics...
[2] https://docs.unity3d.com/Packages/com.unity.visualeffectgrap...
That might be how the algo picks up what to trend but it doesn't tell us what sparked it.