This is a picture of my volumetric sculpting tool
My work on it was sparked off by the voxel demo and paper released by Stan
Melax of Bioware. His stuff is
Since my goal in creating Cavernosa was to allow the modeling of expansive
natural environments containing features such as caves that can't be
represented by a heightmap, I've built it around a hierarchical voxel grid.
This compressed representation allows grids of up to 2'097'152 x 2'097'152 x
2'097'152 voxels to be worked on.