Now I haven't posted for a while on my progress with this engine - that's because I've been too busy at work and have put a halt to any development. However, now I'm willing to startup again during the holidays.
My current scene is only very small and I am planning to extend it efficiently to a larger world. I want to stay away from octrees for now and cascades are out of the question due to the many artifacts that it results in.
My idea is a substitute for partially resident textures on video cards that do not support it yet. I have found that the optimal resolution is 64x64x64 voxels and that there is little difference in quality between this and 32x32x32. I want to create a grid of voxel textures in a way where the camera will be located in a 64x64x64 voxel texture which is surrounded by 32x32x32 voxel textures at every dimension. When the camera travels outside of that voxel volume, the next volume will become 64x64x64 resolution and the previous one will become 32x32x32. I'm hoping that i can trace cones into multiple voxel textures by using some sort of offset.
Has anyone tried something similar before?