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 also4
Hand-picked in the note itself — the neighbours worth reading next.
Rasterization
Converting geometry into pixels — the dominant real-time rendering approach.
Graphics & Games6 connections
Procedural Generation
Creating content algorithmically rather than authoring it by hand.
Graphics & Games12 connections
Shader
A small program run on the graphics processor for every vertex or every pixel.
Graphics & Games12 connections
Determinism
The property that identical inputs produce identical outputs, and the foundation of caching and verification.
Systems & Tooling27 connections
Related6
Nearby in the graph rather than deliberately chosen. Looser, sometimes surprising.
Linked from9
Notes elsewhere in the wiki that reach for this one.
- Cellular AutomatonGraphics & Games
A grid of cells whose states evolve by a local rule applied simultaneously everywhere.
- Constraint PropagationGraphics & Games
Repeatedly narrowing the possible values of each variable using the constraints, until nothing more can be deduced.
- Game AIGraphics & Games
Computer opponents built to be interesting to play against rather than optimal.
- L-SystemGraphics & Games
A rewriting grammar that generates branching structures by repeated substitution.
- Procedural GenerationGraphics & Games
Creating content algorithmically rather than authoring it by hand.
- RasterizationGraphics & Games
Converting geometry into pixels — the dominant real-time rendering approach.
- RoguelikeGraphics & Games
A genre defined by procedurally generated runs and permanent death, and the design pressures those create.
- Seeded RandomnessGraphics & Games
Pseudorandom generation from an explicit seed, so any output is reproducible.
- ShaderGraphics & Games
A small program run on the graphics processor for every vertex or every pixel.