Mechanics of Infinite VR

This is not about goggles.

It must be understood that in VR we put a camera in the model and read off its geometric film plane to render to the screen or canvas. And the reading for a pixel is derived by calculating a line’s intersection with surfaces in the model. Of course, if there are very large numbers of surfaces in the model this becomes improbable.

But there is a way to divide the space represented in a model into an infinite number of cubes within cubes such that the geometries of surfaces in a cube, if there are any, are stored in a record for that cube in the database. It is then only necessary to ascertain which cubes are a) in front of the camera and, b) at once near enough to the camera to be visible and large enough to be visible. Surfaces in those cubes are rendered.

In this way it is possible to render from a model as big as the universe containing details as small as, say, an atom, using nothing but an elementary computer.