
I've been playing around with some realtime voxel raytracing stuff, and I
ran into a problem: given a ray and an octree level (8 ajacent equalsized
cubes), what is the fastest way to find an inorder traversal of the cubes
that the ray passes through (you can assume that the cubes are in some
convenient place, say from 1 to 1 in all axes, since I can perform a
transform on the ray to get the cubes in place)? I tried an algorithm that
was optimized for large a*b*c voxel sets, but I only want 2*2*2. I'm
thinking there's a way to do it with a lookup table of some sort, but I
haven't been able to figure it out yet. Thanks for your help.

