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Nitpick: As the name implies, megatexturing solves the problem of texture memory management and rendering, allowing essentially unlimited texture detail on any object. The problem of unlimited geometry detail is still unsolved. Carmack has hinted that id Tech 6 may tackle the geometry problem using voxels instead of polygons, and id actually demoed a voxel rendering system at SIGGRAPH 2008: http://www.youtube.com/watch?v=VpEpAFGplnI

Are there any good whitepapers on megatexturing out there? I've been trying to learn about it, but the powerpoints aren't cutting it.


This is the best explanation of the technique I've found (if you need enough detail to implement it): http://silverspaceship.com/src/svt/

He uses the name "Sparse Virtual Textures" instead of megatextures so it's not very googleable. Also it's a video, not a paper, but the code is included.


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