Repensando Voxels Instant

It is time to stop fetishizing the cube and start —rethinking what volumetric pixels actually mean for the future of real-time graphics, simulation, and interaction. The Fallacy of the Perfect Cube The first thing we need to unlearn is that a voxel must be a visible cube. A voxel is data at a point in a 3D grid . The render is a secondary effect.

But we are stuck in a loop. We keep using voxels to imitate the past (chunky PS1 aesthetics) or to solve problems that polygons already handle well (smooth terrain). Repensando Voxels

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