Uploaded January 2014 | Updated September 2026, 2 weeks ago
An L3DT terrain converted into a sparse voxel octree (about 100 megavoxels) and ray-cast in realtime using CUDA.
Added some exponential fog.
An L3DT terrain converted into a sparse voxel octree (about 100 megavoxels) and ray-cast in realtime using CUDA.
Added some exponential fog.










