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rouncer

instanced sparse voxel octree

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what if you had a sparse voxel octree raytracer... except this time we dont use unique data, we use instances of sparse voxel octrees in ram, you load so many svo models in, and it somehow can render them in infinite amounts inside the octree... how could this happen?

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it would be like travelling through a lot of svo's at the same time, maybe putting them in a quad tree if the level is mostly flat.

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I think he means loading in a SVO, with nodes that point to the root so its infinitely deep or something like that.

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