Since the renderer is using an octree, LOD comes (almost) free and should be quite trivial to implement (average of children). Of course this is MVP. A more advance implementation is to use compute shader to update LOD (almost like mipmaps) versions of the octree when the octree changes. Then the renderer can select the desired LOD based on ray t value.
Related to #6
Since the renderer is using an octree, LOD comes (almost) free and should be quite trivial to implement (average of children). Of course this is MVP. A more advance implementation is to use compute shader to update LOD (almost like mipmaps) versions of the octree when the octree changes. Then the renderer can select the desired LOD based on ray t value.