VoxelCaster
Simple voxel ray caster in C++ / GLSL using compute shader and sparse voxel octree to store geometry. Currently it is not well optimized (~20fps for a 512 * 512 map with a GTX 1060).
Raymarching a signed distance field (distance-field branch)
Pseudo Random noise is used for terrain generation (Fast Noise lib: https://github.com/Auburns/FastNoise)
Render image (Faces are colorized depending on their normal):
Depth Complexity (Whiter pixels request more computation time):