SVO Terrain @TomMulgrew
SVO Terrain  @TomMulgrew
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.
SVO TerrainMore reflections and shadowsVoxel normal test 3Thunderbolt - Collision of Times, TrailerRacetrack Builder branching demo
Tom Mulgrew |

SVO Terrain

SHARE TO X SHARE TO REDDIT SHARE TO FACEBOOK WALLPAPER