초록 열기/닫기 버튼

This study presents major data structures and algorithms for developing voxel engines. The VoxelWorld data structure that concisely defines a voxel volume is presented, the generation algorithm of voxel models is described in detail, based on this data structure, and a multi-level algorithm using it is described. And the feasibility of the proposed method is examined through application examples. In addition, the data structure of VoxelWords is described, and the LOD (level of detail) system and dynamic tile system based on it is also explained. Finally, parallel computation through web workers is presented, and ambient occlusion shading and atlas textur- ing for realistic graphic processing is briefly introduced. Through the application examples of the LOD system and the dynamic tile system, the possibility of the proposed method as a game engine can be confirmed, and furthermore, it can be expected that it will be a useful tool to enrich the sandbox game.