Geometric Algorithms for Translucency Sorting in Minecraft [pdf]
Posted22 days agoActive14 days ago
douira.devResearchstory
informativepositive
Debate
0/100
Creative_toolsApi_designGame Optimization
Key topics
Creative_tools
Api_design
Game Optimization
Discussion Activity
Moderate engagementFirst comment
7d
Peak period
9
180-192h
Avg / period
5.3
Key moments
- 01Story posted
Dec 18, 2025 at 6:25 PM EST
22 days ago
Step 01 - 02First comment
Dec 25, 2025 at 4:17 PM EST
7d after posting
Step 02 - 03Peak activity
9 comments in 180-192h
Hottest window of the conversation
Step 03 - 04Latest activity
Dec 27, 2025 at 1:26 AM EST
14 days ago
Step 04
Generating AI Summary...
Analyzing up to 500 comments to identify key contributors and discussion patterns
ID: 46320249Type: storyLast synced: 12/26/2025, 5:45:47 AM
Want the full context?
Jump to the original sources
Read the primary article or dive into the live Hacker News thread when you're ready.
https://jacobdoescode.com/2025/05/18/precomputing-transparen...
- Multi-Fragment Effects on the GPU using the k-Buffer [2]
- Production Volume Rendering [3]
- Translucent Shadow Maps [4]
[1] https://developer.download.nvidia.com/presentations/2007/sig...
[2] https://www.sci.utah.edu/~stevec/papers/kbuffer.pdf
[3] https://graphics.pixar.com/library/ProductionVolumeRendering...
[4] https://www.scribd.com/document/657069029/Translucent-Shadow...
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.
I think this is particular to auto-partitioning BSPs where the splitting planes are aligned with scene geometry.
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.
Voxy's LOD thing... so like, I guess what they do is when you're in an area so that area's high LOD assets are loaded, it computes the lower LOD and saves it, and then as you move around you get a library of more and more lower LODs? And since modifications to geometry only happen when you're nearby the LODs are static? I'd love to see a writeup of that too...
In general: https://en.wikipedia.org/wiki/Order-independent_transparency