Rotatin (in general - transforming) voxels in real time is difficult compared to polygons, because with polygons you only transform vertices, and in voxels you have to transform every voxel.
EDIT:
If you are spekaing about preprocessing data - yes - you can rotate as much as you want, the only problem will be that object instanced 1000 times with different orientation/scale will take 1000 times more memory than object instanced 1000 times with the same orientation/scale. With polygons there is no difference.
Sorry, by 'preprocessing' I meant things still done on each frame, but anything that is not raw pushing-vertices-into-the-gpu-pipeline, i.e. all polygon culling, LoD simplification etc.
But yeah, the amount of data you'd have to work on would be much greater, but the way I interpret all of this is that he's found algos to do that very fast, regardless of whether it's a lot of data.
Comments
Rotatin (in general - transforming) voxels in real time is difficult compared to polygons, because with polygons you only transform vertices, and in voxels you have to transform every voxel.
EDIT: If you are spekaing about preprocessing data - yes - you can rotate as much as you want, the only problem will be that object instanced 1000 times with different orientation/scale will take 1000 times more memory than object instanced 1000 times with the same orientation/scale. With polygons there is no difference.
Sorry, by 'preprocessing' I meant things still done on each frame, but anything that is not raw pushing-vertices-into-the-gpu-pipeline, i.e. all polygon culling, LoD simplification etc.
But yeah, the amount of data you'd have to work on would be much greater, but the way I interpret all of this is that he's found algos to do that very fast, regardless of whether it's a lot of data.