Neat - I used a similar technique [1] in the last iteration of Voxel Quest, but I only rasterized single points/pixels then raytraced them into filled cubes (was not efficient other than on fill rate). However I did not invent the technique (I'm not sure who did, but I first got the idea from talking to Florian Boesch [2])
[1] https://twitter.com/gavanw/status/717265068086308865 [2] http://codeflow.org
I was just thinking about doing this last weekend (in the context of drawing exact reflections off reflective surfaces defined by arbitrary meshes). Nice to see it actually works, at least for voxels!
The fact that raytracing (onto a 2D plane) and rasterization are essentially isomorphic to one another is a powerful observation.
Hasn't this been a pretty well-known perspective (no pun intended) for a couple of decades now?
recently I saw two posts related to volume rendering, this and dreamworks' VDB. I immediately thought about voxel quest. I liked it supporting smooth surfaces, not like minecraft.
Curious, how big is the team for the game and editor?
Teams that specifically have the need for voxel-ish rendering include Minecraft (Microsoft), Roblox, Medium (Oculus), Media Molecule (Sony).
Outside of games, art tools and consumer apps, voxels are used in many medical and scientific applications.
We have some solid game dev tech on the team already.
Will this somehow turn into faster CSS and/or SVG render times for Firefox? :)