I've been working on a voxel engine and I want to implement sparse voxel storage. As I understand it, it works a bit differently from a regular octree and has some neat performance increasing "tricks". But I could not find a good explanation with readable source or even pseudocode about how to build them.

I saw lots of references to this page but their primary target is GPU, and there is no real source walkthrough there, just the basic idea.

  • \$\begingroup\$ In case someone else also doesn't know what a sparse voxel octree even is, here's a question about that. \$\endgroup\$ – Anko Jul 27 '15 at 21:49
  • \$\begingroup\$ Could you be more specific about what you're stuck on? This question is very broad as it is—it's about a thorough implementation walkthrough of a pretty complex datastructure. \$\endgroup\$ – Anko Jul 27 '15 at 21:52
  • \$\begingroup\$ @Anko No, I'm not stuck anywhere. I have a basic implementation but it's just not that fast. My primary use of them is voxel storage and world generation so I need them to perform better. \$\endgroup\$ – Russoul Jul 28 '15 at 7:28
  • \$\begingroup\$ Just confirming; is your question about performance related to building the octree initially, adding elements, or querying a region? \$\endgroup\$ – Danny Yaroslavski Jun 1 '17 at 16:44

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