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Memory Descent

Memory overflow voxel raymarcher.

About

The goal of this project was to visualize my CPU's memory as voxels. Initially, I thought it might be impossible because OS X seems to zero malloc'd memory.

To get around this, I created a pointer and just allocated a texture starting there, which seems to work reliably for 64^3 pixels. Any higher and the application crashes, I guess because it's accessing memory outside its own process. If anyone knows a more reliable way to grab large chunks of uninitialized memory, please let me know!

Once the data is in a texture, a shader is run on a full-screen quad. The texture is interpreted as a repeating 3-dimensional array and raymarched into using Amanatides and Woo's 1987 voxel traversal algorithm.

Screenshot

This project was created at Art Hack Day SF 2012. The installed version used an Xbox USB controller.

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