Looking for different ways to speed up my simple voxel system reducing the number of voxels and generated triangles, I stumbled upon these sparse voxel octrees. Now, I read a lot about it: how do they work, their implementation, pro and cons especially regarding level of detail (that was my research purpose). I am not an experienced game developer at all, until now I managed to create a simple yet working procedural generation based on chunks, contoured with Marching Cubes. As many other voxel engines, every chunk is formed by a tridimensional array of voxels, where each one has a density value and a position. Before I even start trying to implement a Voxel Octree, my questions are:

1) How can I "translate" my world generation in order to use the octrees?

2) Should I use an octree for every chunk, or just one octree with "big" bounds containing the whole generated data?

3) Regarding my project, the aim is to create simple spherical world (fairly big, definitely too much without a LOD), are Voxel Octrees even necessary for my purpose?

Forgive my ignorance, I probably don't have the basic knowledge on these topics, but I still wanted to try this cool stuff. Thanks!


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