I’ve rewritten the experimental scheme voxel code into experimental C++ fluxus code, using hardware rendering for the sprite ‘splat’ accumulation, which makes it realtime for 30x30x30 grids (27000 voxels).
The last two are a bunch of concentric spheres with the top left corner carved away by a box.
Part of the fun of this is figuring out a scene description language for volumetric data, currently you can create solid spheres or cubes, spherical influences from points, add/subtract them from each other, threshold and light them. Here’s a test with a million voxels, which surprisingly still leaves fluxus interactive, if not actually workable for realtime animations:
And a short movie of spheres carving each other up as they move around: