Uploaded February 2014 | Updated September 2026, 2 weeks ago
Sparse voxel octree terrain ray-cast in real-time using CUDA.
Scene is about 6 gigavoxels in a 64Kx64Kx64K octree. About 17GB on disk, data is dynamically loaded in a background thread based on the camera location, with about 100-200 megavoxels loaded at any one time.
A couple of seam issues need ironing out.
Original terrain generated with L3DT.
Sparse voxel octree terrain ray-cast in real-time using CUDA.
Scene is about 6 gigavoxels in a 64Kx64Kx64K octree. About 17GB on disk, data is dynamically loaded in a background thread based on the camera location, with about 100-200 megavoxels loaded at any one time.
A couple of seam issues need ironing out.
Original terrain generated with L3DT.










