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Part 1 – Nvidia GVDB Open VDB All path tracing and ray tracing applications relies on data that are stored in the memory some way. For textures, a lot of memory layouts are available but for volumetric data the best layout is to store them in voxels. You can think of voxels as pixels in a 2d texture but with an extra dimension. Traversing a 3d space inside voluemetric data bounding box is…
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