Voxel Renderer: Sparsity

Once the basic stuff was in place, it was fairly easy (half a day’s work) to implement a renderer which supports sparse voxel fields. Next step is opacity.

Generating one image at 600×600 with 64x64x64 voxels in place renders at 15 fps, but that’s without any optimization. For example, there’s no way to skip large empty space inside the voxel grid (which would surely benefit the last two images), and to make sure I don’t miss anything, I’m evaluating at a data spacing which is 4 times smaller than a voxel side.

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