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Sparse Voxel Octree vs. Gigavoxel vs. Octree

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I am going to be working on a planet made out of blocks(using voxels of course), and I was debating between these 3 techniques, and I basically just wanted everyone's input on the difficulty of the implementation of these, and if what I would like to do would be possible using something as simple as an octree(where I would procedurally generate deeper nodes only as needed) or if I would need something like a sparse voxel octree or use the Gigavoxel technique.


The idea is that I should be able to go very deep into an octree, procedurally generating data as I go, and be able to view other parts of the tree that are at a very low resolution, because they are at a high level in the tree(a mountain range 100 miles away for instance).  I hope I was descriptive enough. Thank you for any input!


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I have no experience with implementing these structures myself, but I do read alot.

http://maverick.inria.fr/Members/Cyril.Crassin/ - for many excellent pdfs about everything you want to know

http://www.forceflow.be/category/phd/ - excellent information about sparse voxel octrees using morton encoding


There are many more sources of good information I have not mentioned, partly because of my memory, but you could ask on http://igad2.nhtv.nl/ompf2/.

These topics are probably more popular there and the people more knowledgeable about the latest white papers.


Note that ompf forums are kind of slow as of lately D:


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