RLE-based-Voxel-Raycasting
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CUDA based Voxel Raycasting - Paper: Efficient, High-Quality, GPU-Based Visualization of Voxelized Surface Data
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I may be misunderstanding the code, but it seems to me that when the viewer is perpendicular to the global up vector, the calculated vanishing point will go to infinity....
> The surface data is compressed using run-length encoding (RLE) for each level of detail (LOD) Does this mean the LOD's are not dynamic?