Voxel
A volumetric pixel — a value on a regular three-dimensional grid.
A voxel is the three-dimensional analogue of a pixel: a value sampled on a regular grid in space. Unlike a polygon mesh, which describes only surfaces, a voxel grid describes volume, so what is inside an object is represented as directly as its skin.
That property is what makes voxels attractive for destructible worlds, volumetric medical imaging, and terrain that can be dug into. It is also what makes them expensive: resolution costs memory cubically, so doubling detail multiplies storage by eight. Sparse structures — octrees, chunked grids, run-length encoding — exist entirely to avoid storing empty space.
Rendering a voxel grid usually means converting it to triangles rather than drawing cubes, since a naive cube per voxel produces enormous quantities of hidden geometry. Greedy meshing merges adjacent coplanar faces into larger quads, typically reducing triangle counts by an order of magnitude. The alternative is ray marching through the volume directly, which trades geometry cost for per-pixel cost.
The aesthetic dimension is separable from the technical one. Voxel art is a deliberate visual language — chunky, readable, legible at small sizes, and cheap to author — which is why it appears in games with no volumetric simulation at all.
See also10
Rasterization
Converting geometry into pixels — the dominant real-time rendering approach.
Graphics & Rendering18 connections
Cellular Automaton
A grid of cells whose states evolve by a local rule applied simultaneously everywhere.
Graphics & Rendering14 connections
Roguelike
A genre defined by procedurally generated runs and permanent death, and the design pressures those create.
Play & Games28 connections
L-System
A rewriting grammar that generates branching structures by repeated substitution.
Graphics & Rendering11 connections
Procedural Generation
Creating content algorithmically rather than authoring it by hand.
Graphics & Rendering32 connections
Shader
A small program run on the graphics processor for every vertex or every pixel.
Graphics & Rendering22 connections
Determinism
The property that identical inputs produce identical outputs, and the foundation of caching and verification.
Systems & Tooling61 connections
Seeded Randomness
Pseudorandom generation from an explicit seed, so any output is reproducible.
Graphics & Rendering25 connections
Reproducible Case
The smallest set of steps that reliably produces a fault, and the unit of real debugging.
Method27 connections
Game AI
Computer opponents built to be interesting to play against rather than optimal.
Play & Games26 connections
Linked from12
- Cellular AutomatonGraphics & Rendering
A grid of cells whose states evolve by a local rule applied simultaneously everywhere.
- Constraint PropagationGraphics & Rendering
Repeatedly narrowing the possible values of each variable using the constraints, until nothing more can be deduced.
- Environmental StorytellingPlay & Games
Narrative carried by placed objects and world state rather than dialogue, completed by the audience's inference.
- Game AIPlay & Games
Computer opponents built to be interesting to play against rather than optimal.
- L-SystemGraphics & Rendering
A rewriting grammar that generates branching structures by repeated substitution.
- Marching CubesGraphics & Rendering
Converts a scalar field sampled on a 3D grid into a triangle mesh by classifying each cube's corners.
- Procedural GenerationGraphics & Rendering
Creating content algorithmically rather than authoring it by hand.
- RasterizationGraphics & Rendering
Converting geometry into pixels — the dominant real-time rendering approach.
- RoguelikePlay & Games
A genre defined by procedurally generated runs and permanent death, and the design pressures those create.
- Seeded RandomnessGraphics & Rendering
Pseudorandom generation from an explicit seed, so any output is reproducible.
- ShaderGraphics & Rendering
A small program run on the graphics processor for every vertex or every pixel.
- Signed Distance FieldGraphics & Rendering
A function giving the distance to the nearest surface, signed so inside and outside are distinguishable.