5 comments

  • ANighRaisin 19 hours ago
    Binary Space partitioning (https://en.wikipedia.org/wiki/Binary_space_partitioning) is an elegant algorithm that solves this issue. This has fallen out of popularity due to the invention of the depth buffer and the power of modern GPUs, but it was used in DOOM and Quake.

    This technique, due to the unique limitation of the children's drag-and-drop coding platform, Scratch, has made it proliferate in the 3D community. https://scratch.mit.edu/projects/1203675921 is an example of such a project.

    • ANighRaisin 18 hours ago
      • SiempreViernes 50 minutes ago
        Man Dust in 1.6! At first instantly familiar but then things didn't make sense and I realise I was in an alien land.
    • djmips 11 hours ago
      BSP was not used in Doom and Quake for rendering translucency.
      • taneq 1 hour ago
        Okay. BSP trees were the basis of the Doom WAD format and were used for visible surface determination and depth sorting, though. Seems relevant.
    • CamperBob2 18 hours ago
      They seem to point out some examples in section 4 that can't be handled with space partioning. I'll confess I don't follow the reasoning. Figure 4.2 is the go-to example of a sorting problem that is handled with BSP trees.
      • user____name 5 hours ago
        It works, it may just degenerate into a worst case scenario, and this particular scenario is pretty common in minecraft.

        I think this is particular to auto-partitioning BSPs where the splitting planes are aligned with scene geometry.

        • taneq 54 minutes ago
          For rendering voxel data like in a minecraft world I’d think an octree would be the go-to data structure.
  • rendaw 13 hours ago
    Only slightly related, but since Minecraft seems to have a lot of community graphics programming associated with it I thought I'd ask here...

    Does anyone know how those Minecraft realistic rendering mods work? I'm guessing today there's a lot of RTX, but e.g. in 2018 there was still fairly impressive global illumination in SEUS Renewed. Minecraft is the definition of a world with dynamic geometry, and I'm not aware of any decent realtime GI algorithms for 3d. The lighting in base Minecraft is a super basic and ugly hack. I've seen Unity's dynamic GI features and those are nowhere near as good either.

    • amlib 2 hours ago
      A lot of non raytracing GI solutions uses voxel grids on top of the world geometry, SVOGI is one of the fancy ones used in cry engine games. I imagine since minecraft essentially gives a voxel grid to you for "free" most of minecraft GI solutions also uses a similar technique.
    • HeliumHydride 12 hours ago
      I don't know much about lighting, but looking at the source code of the shaders might give a clue. https://modrinth.com/discover/shaders has a lot of shaders that change the lighting. In other parts of the rendering pipeline, there are some very impressive mods utilizing GPU magic. One of them is Voxy (https://modrinth.com/mod/voxy), one that massively increases render distance with mesh shaders and level-of-detail based rendering.
  • jacobp100 19 hours ago
    I had a blog post on something similar (but less sophisticated)

    https://jacobdoescode.com/2025/05/18/precomputing-transparen...

    • Sharlin 2 hours ago
      This is… essentially a BSP tree traversal without splitting polys that straddle a partition plane, right?
  • gatane 19 hours ago
    This looks interesting! Thanks for sharing it, wonder if anyone else has related content.
  • NotGMan 17 hours ago
    There was an old AMD/Ati demo where they did per-pixel sorting, basicaly a per pixel linked list of fragments.

    In general: https://en.wikipedia.org/wiki/Order-independent_transparency