What are some good resources (tutorials, code, papers, etc.) for learning about voxel rendering?
5 Answers
I recently did some experimentation with voxels for rendering terrain, with support for overhangs. I pretty much used these articles to build my prototype:
- This GPU gems 3 chapter on generating procedural terrain on the GPU. Even though my solution was CPU based (I work with shader model 3, so I couldn't reuse any of their shaders). There's a lot of good information buried in here!
- The Wikipedia entry on the marching cubes algorithm. Great set of references, such as to this site that has a good pictorial overview on how things work.
- For any procedural work, you're going to need a good noise library like Lib noise. There are also C# equivalents for Lib Noise.
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.
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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1This article doesn't exists anymore. – Afonso Lage Oct 14 '16 at 10:31
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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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 :) – Shelby115 Jun 20 '18 at 20:25
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.
I'm also developing a renderer based on voxel raycasting.
I developed an out-of-core voxelizer and SVO builder and published paper and code here.

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