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i'm planning on building a voxel editor (c++ and opengl) for personal use and i want to re-use the objects i build in later projects. The problem i came along is, i'm not sure whats the best way to save voxel data to files. I googled many sites and came across 'save as octree' and 'save as BSP tree' which one is better in your opinion and why?

Thanks in advance.

Daniel
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I would use Field3D, it's used by the biggest and best in the CG industry to store voxel data for fluidics simulations. All open-source of course.

cmannett85
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  • Just by interest, do you happen to know how big voxel sets are used by the biggest and best in the CG industry? Are we talking like millions^3? – Viktor Sehr Feb 10 '12 at 13:14
  • Once you factor in time, yes. Usually the grids are adaptive (but max constrained), but then the simulations may go for minutes. The Field3D format is designed for *giant* files, so data is pre-fetched from disk/discarded from memory dynamically, that's the main reason why it is so liked. – cmannett85 Feb 10 '12 at 13:18
  • after reading a bit about that Field3D thing i find this very usefull. Thanks cbamber85 for providing this link. – Daniel Feb 10 '12 at 13:27