SVO Terrain 4 @TomMulgrew
SVO Terrain 4  @TomMulgrew
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.
SVO Terrain 4SVO car scene - BiggerRacetrack Builder Quick Tutorial 1: Getting StartedRacetrack Builder - Getting started (v2)Dynamic shadows and lighting (work in progress)Dynamic light source(Lots) more treesVoxel/polygon hybrid with texture splattingAnother wee animationGoose Sparse Voxel OctreeRacetrack Builder Quick Tutorial 8: Terrain IntegrationVoxel Octree Raytracer - CUDA edit
Tom Mulgrew |

SVO Terrain 4

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