This is some kind of tracing project with voxels, I'm not sure what the current status is and I can't guarantee it'll run. Some versions work with tracing from every pixels (old v's) and new ones will have some kind of empty space skipping with standard graphics pipeline. This means i approximate octree to a certain depth with vertices and the render polygons, from which I start tracing. Look into douglas's Parallax marching, it's a really intersting technique.
- vulkan interface
- render pipeline
- pretty sure, graphics is in use, compute pipeline also exists
- older releases have a compute pipeline and some also graphics, I couldn't decide whether to use
- basic octree data structure, bitwise storage, properties of voxels are store in u32's
- so the octree is just a least of u32's which is more mem efficient and better to align
- a lot of optimizations
- octree to texture, I'm not so sure if it is a 2d or 3d
- sdf generation with jump flooding
- different tracing algorithms for different structures
- octree traversal from abje (i think it was his name) from shadertoy