This is going to be a brief post, but with an image that makes me exceptionally happy:

Voxels

I've been implementing a voxel data structure similar to an octree, but with a larger branching factor (still powers of 2), that contains a hashmap at the root of the tree. It takes inspiration from the paper "VDB: High-Resolution Sparse Volumes with Dynamic Topology" by Ken Museth.

The image shows the mesh graph voxelized into a tree containing depths 2, 3 and 4 (VDB<2, 3, 4>). Depth 2 gives 64 children, 3 gives 512 children, and 4 gives 4096 children. See the following overview:

DepthChild count
01
18
264
3512
44096
532768

Having these higher child counts (i.e. branching factor), helps to keep the tree very wide, as opposed to an octree, where each depth only has 8 children.