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http://www.pcper.com/reviews/Editorial/John-Carmack-Interview-GPU-Race-Intel-Graphics-Ray-Tracing-Voxels-and-more/Transcr
John Carmack: Okay, for one thing, I think it’s important to separate the notion of infinite detail and Voxels. You can have Voxels [that are not infinitely detailed] because many of the Voxel engines that I’ve written have been at finite coarse levels of detail. The fact that you can instance detail in [Voxels]... in may ways it sounds awesomely cool: “infinite detail,” but if we look at all of the trends that we’ve been doing and Rage epitomizes in many ways, procedurally generated detail is usually not what you want. This has been an argument going back decades: “now is the year of procedurally generated textures and geometry.” We’ve heard that for a decade and it never has come true. What has won is being able to manage the real data that we want. Procedural-ism is really just a truly crappy form of data compression. You know, you have the data that you really want, and procedural-ism makes you something that might resemble what you really want, but it’s a form of extraordinarily lossy data compression that lets you produce something there.