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You might consider to port this to the GPU using Computeshaders, i would assume, that you can reach a higher resolution with lower impact than calculating it on the cpu. Keep in mind that Computeshaders can execute parallel so you just need to wait for the last shader. https://github.com/bridgekat/vxrt

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There are some issues to consider. At what point does the data go over to the GPU? Voxelization of polygons is very hard to go in the GPU rasterizer. If uncompressed voxel data is sent to the GPU, that is going to use a lot of memory bandwidth. What is the latency for such a system going to be, and how does that compare to sending final compressed texture data that was calculated on the CPU?

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