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Someone really needs to add 3d Dot Game Heroes or at least mention of it. —Preceding unsigned comment added by 96.51.81.181 (talk) 22:03, 25 April 2011 (UTC)
Minecraft HAS to be added. http://www.minecraftwiki.net/wiki/Main_Page —Preceding unsigned comment added by 91.96.66.73 (talk) 14:14, 21 October 2010 (UTC)
there needs to be better links to other software and research about this.
i know the stonybrook.edu computer science department's Arie Kaufman is a leader in this field, they developed their own 3d voxel hardware arrays and stuff.. also there are some simple programs that use the idea like http://www.everygraph.com/frame.php?contents=product&name=voxel3d this thing. -sean
- Total Annihilation doesn't use any kind of voxels for its units, it's really all polygon based.
- I added it, you could have done it yourself ;) If you have other links, add them here. --Soyweiser 14:20, 23 May 2005 (UTC)
-Voxels are actively used in the game engine of 'Command and Conquer: Tiberian Sun' and 'Command and Conquer: Red Alert 2'. Perhaps a mention of those? In fact, there are user made voxels for use in the games across various modding sites. I could edit this all into the article if you like. - A voxeler
I removed the description of voxel as necessarily representing colour values - they can be intensity or other quantities, e.g. densities of a cloud -andrewmu
- Why mention Height Maps??? What does that have to do with voxels?? (I would remove that section)
-Agreed. I removed the little blurb that was there, though I think they might deserve a mention as a way to constrast the different terrain generation methods Averisk 17:55, 31 October 2005 (UTC)
Delta Force, Delta Force 2, and most (or all) flight sims released by Novalogic in the late ninties used voxels for terrain. By the way, the linked program (Voxel3D) is terrible. It is incredibly resource-demanding and the manual seems poorly translated. Some guy 07:24, 22 October 2005 (UTC)
A particular type of volume model called Voxel Models can be used (as opposed to 3D objects, for example, .DXF file displays). Voxel Models are derived from third-party software such as volume simulation or inversion packages. Voxel models can represent volumes of any physical medium such as the earth, an air mass or a body of water. The volume is subdivided in a regular way into sub-volumes, or cells. Each cell, created from six sides, contains a volume of the medium having a uniform property attribute. Such properties as density, conductivity or gas concentration (eg parts per million of a particular gas) can be used. Certain software products (such as Vulcan, Gemcom, Surpac) and geophysical software from inversion applications (eg .UBC) can create 3D voxel files. As a AeroGIS engineer I use the product Engage3D, a Mapinfo plug-in module from ENCOM, Sydney, Australia to represent 3D noise curves and air pollution near and around airports. I can place voxel models on or over digital terrain models, produce animations showing voxel propagation based on wind, noise levels, etc.
How is one of the most advanced implementations of voxels in a game not listed on this page? I think I'll go ahead and add No Man's Sky myself99.255.117.219 (talk) 02:27, 14 December 2020 (UTC)
Don't you think that there are some images missing ? It is an article about computer graphics after all.
I'll find some images from Shadow Warrior when I get the chance ataricom 18:32, 3 March 2007 (UTC)
It seems the article needs a pass to add and correct the definite and indefinite articles and the use of 'voxel' vs. 'voxels'. Example: In the first paragraph we have this: " rendering systems infer the position of a voxel based upon its position relative to other voxels ", and then later we see this: " Model set elements in this case are state parameters, indicating voxel belonging to the modeled object or its separate parts ". I would do it myself, but I am afraid I might misunderstand a few of them and get it wrong... — Preceding unsigned comment added by KurtHLarson (talk • contribs) 22:00, 18 July 2023 (UTC)
Imagine a 2D game that uses tiles, that does not allow individual pixels to be changed (e.g. Factorio) - it would be a tile based game and not a pixel based game. Now imagine a game that allows pixels to be changed (e.g. Worms) - it would be a pixel based game and not a tile based game.
Next imagine a 3D game that uses textured blocks that does not allow individual voxels to be changed (e.g. Minecraft) - it would be a block based game and not a voxel based game. Finally, imagine a game that allows individual voxels to be changed (e.g. Ace of Spades) - it would be a voxel based game and not a block based game.
A block is not a voxel in the same way that a tile is not a pixel.
About half of the games listed on this page are not voxel based games, they're block based games.
BrendanTrotter (talk) 09:27, 7 June 2018 (UTC)
What is the meaning of the following sentence - in English?:
Please rewrite this so that a graphics hobbyist might hope to understand it. If it should really be two or more similar sentences, then please write it that way. And examples would help to clarify the murk. yoyo (talk) 16:12, 16 July 2008 (UTC)
On rereading the article and talk page, it seems to me that the 'Voxel data' section might be better headed 'Voxel models', and that its first sentence (which I quoted and complained about above) could almost make sense if it were prefaced by the following text, pinched from the last (unattributed) paragraph of the first (untitled) section of this talk page, then tweaked:
Still unclear from the foregoing are:
yoyo (talk) 16:29, 16 July 2008 (UTC)
The average reader gets nothing from this: "A voxel represents the sub-volume box with constant scalar/vector value inside which is equal to scalar/vector value of the corresponding grid/pixel of the original discrete representation of the volumetric data. The boundaries of a voxel are exactly in the middle between neighboring grids. Voxel data sets have a limited resolution, as precise data is only available at the center of each cell. Under the assumption that the voxel data is sampling a suitably band-limited signal, accurate reconstructions of data points in between the sampled voxels can be attained by low-pass filtering the data set. Visually acceptable approximations to this low pass filter can be attained by polynomial interpolation such as tri-linear or tri-cubic interpolation." The entire article could be accurately summed up as "well, its like 3d pixels." —Preceding unsigned comment added by 67.186.178.202 (talk) 01:01, 16 February 2009 (UTC)
To represent spatial terms and concepts, only images that include shading or other dimensional referencing should be used. This should not appear to be a puzzle of optical illusions, as does the current first image. An example of acceptable image (a rather good one) is http://www.volviz.com/images/3Ddatasetsmall.png . Art4med (talk) 01:36, 12 January 2012 (UTC)
We store 2D images in JPEG. We too store movies (2D+time) in MPEG. But with software displaying time as third spatial dimension, we can store 3D voxel images in MPEG. And MPEG has good compression. Imagine 1024x1024x1024 static 3D voxel image in MPEG. It equals 1024x1024 dynamic 2D movie with 1024 frames. And this is short movie.82.192.79.139 (talk) 16:29, 4 March 2012 (UTC)
http://en.wikipedia.org/wiki/Outcast_%28video_game%29 says: "The game does not actually model three-dimensional volumes of voxels. Instead, it models the ground as a surface, which may be seen as being made up of voxels. The ground is decorated with objects that are modeled using texturemapped polygons."
Novalogic's games neither don't use real voxel graphics, if I really understand it. --217.231.55.241 (talk) 13:55, 3 July 2013 (UTC)
There is another game using voxels it's called Z.A.R. ("Zone of Artificial Resources") it's russian (or ukrainian?) made. It was pretty advanced for it's time and it didn't use any polygons at all - instead sprites were used to render enemies & objects, only terrain was voxel. MobyGames link: http://www.mobygames.com/game/windows/zar 46.109.106.63 (talk) —Preceding undated comment added 20:14, 16 July 2013 (UTC)
Please do what you can to distinguish the difference between voxel Raster graphics and vector graphics. It is very important to do so because not all voxel implementations are the same and the techniques are very different where the former is usually software side and the latter being hardware accelerated. 72.72.229.110 (talk) 17:42, 18 December 2013 (UTC)
There are pixels which are two-dimensional and voxels which are three-dimensional pixels. But what is a one-dimensional pixel called? Or a four-dimensional pixel? Sure, it might be a line segment or a tesseract, but we don't call pixels or voxels squares and cubes.
STREEPJE (talk) 13:06, 26 February 2015 (UTC)
The term is also used to refer to the highlighted segments identified in 3D scanning techniques like Positron emission tomography. Reference to the same can be found in the following academic journal publication: Hofman, Michael S.; Hicks, Rodney J. (18 October 2016). "How We Read Oncologic FDG PET/CT". Cancer Imaging. 16 (1). doi:10.1186/s40644-016-0091-3.((cite journal))
: CS1 maint: unflagged free DOI (link) Diptanshu 💬 01:56, 31 August 2017 (UTC)
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I have just published a Voxel software list, I propose that this list is somehow integrated into, or linked to by this wikipedia page or a new Wikipedia page called "Voxel-Editors" and then Voxel-Editors mentioned in this Wikipedia page in the Categories. https://james-william-fletcher.medium.com/the-ultimate-guide-to-voxel-editors-990214eefa9a — Preceding unsigned comment added by JamesWilliamFletcher (talk • contribs) 22:39, 29 September 2023 (UTC)