For the last year or so, I’ve been working on a real-time massive model visualization engine called VoxLOD, which can handle data sets consisting of hundreds of millions of triangles.
It is based on ray casting/tracing and employs a voxel-based LOD framework. The original triangles and the voxels are stored in a compressed out-of-core data structure, so it’s possible to explore huge models that cannot be completely loaded into the system memory. Data is fetched asynchronously to hide the I/O latency. Currently, the renderer runs entirely on the CPU.
Stay tuned for further details and updates!