Also better performance for the forest scene as well (960x512@~100fps)

Sparse Voxel Octree Raycasting based Game Development.
Here the same scene visualized using OpenCL octree raycasting. Eventhough the persistent threads method is not used, its around 20-100% faster than the previous splatting (depending on the scene). The code is ported from my previous CUDA raycaster. Hardware is again the GTX580M.