Uploaded August 2014 | Updated September 2026, 2 weeks ago
Combining CUDA sparse-voxel-octree ray-casting and OpenGL polygon rendering to create a single frame.
The SVO handles long draw distances with a general-purpose level-of-detail algorithm. For close up content it switches to traditional OpenGL polygon rendering for continuous (non boxy) surfaces.
Currently rendering a heightmap generated with L3DT ("Large 3D Terrain generator"). But in theory it should also be able to handle other content types like trees and foliage without having to resort to polygon based level-of-detail strategies like bill-boarding.
The ray-casting averages about 50 fps at 1280x720 on a NVidia GeForce GTX 660. It actually speeds up when rendering more polygon content because any pixels covered by polygons don't need to be ray-cast.
Combining CUDA sparse-voxel-octree ray-casting and OpenGL polygon rendering to create a single frame.
The SVO handles long draw distances with a general-purpose level-of-detail algorithm. For close up content it switches to traditional OpenGL polygon rendering for continuous (non boxy) surfaces.
Currently rendering a heightmap generated with L3DT ("Large 3D Terrain generator"). But in theory it should also be able to handle other content types like trees and foliage without having to resort to polygon based level-of-detail strategies like bill-boarding.
The ray-casting averages about 50 fps at 1280x720 on a NVidia GeForce GTX 660. It actually speeds up when rendering more polygon content because any pixels covered by polygons don't need to be ray-cast.










