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Editorial Team
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Editorial Team
Asked: May 26, 20262026-05-26T21:56:31+00:00 2026-05-26T21:56:31+00:00

In this 2010 paper [1] on raycasting sparse voxel octrees (SVOs) (apologies; the paper

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In this 2010 paper[1] on raycasting sparse voxel octrees (SVOs) (apologies; the paper takes a while to load), section 3 indicates an interesting memory setup to save space on voxel data, which almost invariably is very large.

They specify a 15-bit relative pointer, with a 1-bit flag to specify whether a far pointer is needed (if the volume data is too large, the flag is set, and the 15-bit pointer is considered to point to a secondary, far pointer).

What’s being done to achieve this? Is this something to do with CUDA / the GPU? Is it done through a custom allocator of some sort, in C++ code?

How would this be done in C++, if at all?

[1]Efficient Sparse Voxel Octrees: Samuli Laine, Tero Karras; NVIDIA Research

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  1. Editorial Team
    Editorial Team
    2026-05-26T21:56:31+00:00Added an answer on May 26, 2026 at 9:56 pm

    Well, you can always manually store the memory in an array and use integer indexes as “pointers”.

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