Atomontage Engine can render elastically deformable destructible high-resolution voxel bodies. Unlike many Internet trolls say, this effect is doable with voxels and it is actually super easy in Atomontage Engine. Deformation can be pre-defined (using a mathematical function or similar) or resulting from the simulated physics. Both static and dynamic geometry can be elastically deformed in real-time (see the car tires in the 2nd half). This deformation method has a low performance cost if implemented properly. The current prototype is CPU-based and quite expensive. Still it’s cheap to render small deformable objects. A properly implemented GPU-based solution will most likely speed up soft-body rendering by well over 1000%. As usual, the geometry can be modified in real-time. The old eraser tool’s aiming ray doesn’t recognize any deformation information produced by this new feature. That’s why the mouse pointer isn’t followed by the eraser tool accurately. The ground behaves a bit like a rubber sheet. The physics behind it probably resembles some physically incorrect methods used in older games (and many new games, too). This model reads the physical state of things but doesn’t communicate anything back to engine’s physics simulator. It only updates the renderer so that it can render stuff the way it is expected. The deformation of tires depends on the force exhibited by the suspension. This implementation doesn’t require the simulation of atom-atom interactions. That’s why the shape of the deformed tire geometry doesn’t necessarily copy the shape of the ground. Different effects can be combined. And all can be edited in real-time. This is the engine running on a XMG-P722 notebook. It was assembled in 2012 but it’s still a high-performance piece of tech today. The engine runs mostly smoothly with the whole scene being deformed using a simple mathematical formula. Also the buggy deforms the ground and the pressure deforms the tires. Computationally-wise both the tire and the ground deformation are cheap. A proper GPU-based solution will have an almost negligible impact on the performance. I now work full-time on this project.
You can help me to keep it alive! You can make a donation
(see the link on the bottom of the following screens), or spread the word about Atomontage Engine, voxels, etc. I believe the 3D graphics industry desperately needs a revolutionary leap forward and voxels are the right way to make it happen!
Thank you for your time.

80 thoughts on “Soft Voxel Bodies Are Super Easy!”

  1. Good progress. Can I ask:
    How this engine would work for VR applications?
    Would you think stylised creations or real world rendering?
    Lastly, what would be the limit of a full GPU like a GTX900 series?

    Thank you

  2. guy, are you are genius or do I just dont know other so cool engines?
    I would like to see a pretty designed sceene with your engine. is there nobody who can create a beautyfull tech-demo sceene with your engine? 😀
    *I like dat stuff :3

  3. I hope Wargaming picks up your engine and makes an awesome new war game out of it. Their 'bigworld' engine is horrid / antiquated / inefficient.

  4. Hi i love your voxel game engine and i was wondering if you could upload a video of you using it with ray tracing, radiosity photon mapping and metropolis lighting please, these shaders are very important to me for realism. And have you considered using a kickstarter

  5. to je úžasné jak je houževnatý 😀 prosím Vás kolik toho ještě chcete udělat než vydáte nějaké technologické demo veřejnosti  ?

  6. Aweseom! I'm not sure if this kind of movement was already shown somewhere else, but this is my first time seeing it. Wasn't expecting this

  7. he sooner this comes out the sooner i can use it, i hope you guys will do a unity style thing for it so indies can have a chance to play with this excellent engine

  8. It's SOOOO COOL – but I'll ask again (I might have missed something on ur channel tho) – are you going to work on surface smoothing? For mirrors and reflections and surface angle dependent stuff

  9. So when is there a product out there that could be used by people in their games?
    Do you aim to deliver just a renderer a la Ogre, a complete engine, or a complete engine including pipeline?
    What kind of licensing did you have in mind?

  10. As I am watching this video, I am wondering if Minetest's performance on PCs would improve if its graphics were based on voxel octrees instead of Irrlicht (polygons.) The answer seems to be yes, but I want to hear your perspective on the matter. If you are curious, then head on over to Minetest's website and take a look around. Do bear in mind that Minetest is very much like Minecraft, but is open source.

  11. "Any sufficiently advanced technology is indistinguishable from magic."
    Arthur C. Clarke

    (there must be some scary smart algo coupled with insane optimizations.)

  12. How about voxel chemistry? As I understand voxels are little dots in space, and they contain information. If you can drop a cube on top of another cube and make the first cube bounce off of the second (physical interaction), you can make this cube to do anything right? Let's say you set it up the way so you have yellow voxel floor and also green cube above the floor and it's also made of voxels. And let's say you want the green voxels of a cube to destroy yellow voxels of a floor when they collide and then green voxels also get destroyed after some number of collisions… that way you have sort of digital acid falling on object and destroing parts of it. Is something like that possible with the current level of technology?

  13. You could use this algorithm to do object space lens prewarping for VR; by warping in real space, you avoid the bilinear texture sampling artifacts and increase the overall quality of the final image by a ton!

  14. The examples you showed us in this video should be a demo cause this looks good enough to download and mess with/see how it runs on older computers and graphics cards. This demo is just a thing you download and test and if you want to you can donate and pay how much money you want to give to support this amazing project.

  15. This is revolution O_O. But we are never going to see this implemented in games by big companies because that would mean no need for GTX Titan Z ;). And those companies wouldn't get any money from GPU vendors for not making games that needs those pricey GPUs. My hope is Indie game devs would use this kind of thing and it will destroy those money milking AAA companies HOPEFULLY!!

  16. This could work great for wind blowing in forests or grass landscapes!
    The engine looks so awesome. I wish I could play around with a SVO engine.

  17. When will we can to play in this and Unlimited Detail !!!
    Is it based on ray tracing or rasterization like the Unlimited Detail?
    If ray tracing, how match rays can be traced for a second?

  18. I've had dreams about games I want to make with this engine. Any rough idea on how long until developers can start playing with it?

  19. I am super curious how detailed the physical atoms in the tires of the car are. And if you are using sparse datastructures for the rendering, are you using the same method for physics, or is the whole car approximated by atoms (also inside)?

  20. This engine really does look fantastic… Does anyone have ANY idea of when this'll be released to the public?

  21. Mother of God. This is amazing. To be able to to this with polygons you would have to use a very dense mesh for it to deform properly.

  22. awesome work. Looking forward to it. Been wanting material to behave the way they are for years. wood like wood, metal like metal, rubber like rubber etc…

  23. Does this mean you can "animate" a supposedly living, breathing organism to make it appear to interact with it's environment, or is that still out of this engine's reach?

  24. um it's not easy, because you're just warping the overall thing

    simulating actual "soft", ie physics, would be nigh impossible using voxels like this… terrain deformation using voxels is not really good because it will just end up like a 3d version of worms

    voxels suck ass, go back to minecraft (hater) lol… no they where good for certain things in the day, like they worked in the build engine, enabled a couple of game that where in the days before accelerated 3D… but now they're obsolete

  25. There should be a sandbox game that lets you loose in a very wobbly and bouncy world like the one shown in this video, and you can do things like drive around or parkour on buildings or even just jump around, all while the ground beneath you bends and wobbles the entire time. There could also be things you could climb around on, or small wobbly gaps you can just crawl through.

    It would make for a fantastic bouncy castle simulator, except it's the world itself that's bouncy and not just the castle. 😀

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