Uploaded January 2014 | Updated September 2026, 2 weeks ago
An L3DT terrain converted into a sparse voxel octree and ray-cast in realtime using CUDA.
The scene contains 14 megs of voxel data.
Gets quite blocky close up. The next step is to implement an adaptive detail algorithm, by switching in chunks of data from disk.
An L3DT terrain converted into a sparse voxel octree and ray-cast in realtime using CUDA.
The scene contains 14 megs of voxel data.
Gets quite blocky close up. The next step is to implement an adaptive detail algorithm, by switching in chunks of data from disk.



