Discrete Ray‐Tracing of Huge Voxel Spaces

The quality of images produced by Discrete Ray‐Tracing voxel spaces is highly dependent on 3d grid resolution. The huge amount of memory needed to store such grids often discards discrete Ray‐Tracing as a practical visualization algorithm. The use of an octree can drastically change this when most of space is empty, as such is the case in most scenes.

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