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World Generation

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Voxel Optimization Techniques: From Brute Force to Scalable Rendering

Voxel engines enable fully volumetric, editable worlds, but that flexibility comes at a high computational cost. Unlike traditional polygonal environments—where geometry is static and artist-optimized—voxel worlds are dense, dynamic, and algorithmically generated. Without careful optimization, both memory usage and rendering cost grow uncontrollably.

This article outlines a practical optimization pipeline that transforms a naive voxel renderer into a scalable real-time system. The techniques described are engine-agnostic and apply equally to 2D and 3D voxel worlds.


1. Why Naive Voxel Rendering Fails

Voxel worlds are typically divided into fixed-size chunks to make streaming and updates manageable. A common chunk size is
32×32×3232 \times 32 \times 32, which already contains 32,768 voxels.

If each solid voxel is rendered as a cube, the numbers escalate rapidly:

  • Each cube has 6 faces (12 triangles)
  • A single chunk can generate nearly 400,000 triangles
  • A modest view distance loads hundreds of chunks

Most of this geometry is completely invisible. Voxels buried underground or enclosed by other voxels still generate triangles, consume memory, and occupy GPU bandwidth. The fundamental mistake is treating voxel data as something that should be rendered volumetrically, when rendering only ever needs the surface.

2. Surface Extraction: Rendering Only What Can Be Seen

The most basic and essential optimization is surface extraction, also known as intra-chunk culling.

A voxel contributes to the final image only if at least one of its faces borders empty space. Faces between two solid voxels are never visible and should never be generated.

During mesh generation, each voxel checks its six neighbors. A face is emitted only when the adjacent voxel in that direction is air. The result is a mesh that represents the outer shell of the terrain rather than its filled volume.

This step alone typically removes 80–95% of potential geometry in dense terrain. GPU vertex processing drops dramatically, while visual output remains unchanged. Conceptually, the world shifts from a solid block of matter to a thin skin that wraps around empty space.

3. Chunk Sampling & Culling: Avoiding Unnecessary Work and Memory Allocation

Surface extraction reduces rendering cost, and decreases memory usage since we use less vertices. Still, to have a nice render distance, we require thousands of chunks to be generated and rendered.

Naturally, you may ask - But if we only render visible faces, what's so bad with going over the entire space? We still only render visible chunks.

And you are right. But you are also forgetting something very important:

  1. We still need to parse through the noise function for all voxels within each chunk - this becomes expensive - wastes CPU.
  2. We still need to run the surface extraction on each chunk - thus we require it to be in RAM, thus occupying more RAM.

In practice, many chunks are trivial:

  • Entirely empty (sky)
  • Entirely solid (deep underground)

Generating voxel arrays and metadata for these chunks is wasted work.

A common solution is to apply a sampling heuristic before chunk generation. Instead of populating a chunk immediately, the terrain density function is sampled at specific locations.

Here a few examples:

  1. Sampling each corner of the chunk (8 samples) - O(1)O(1):

    • PROS: Really fast

    • CONS: Can misclassify easily. If the chunk has all 4 corners as air, but 1 voxel in the bottom surface set as non-air, then this chunk will not be rendered.

  2. Sampling all outer faces - O(N2)O(N^2)

    • PROS: Correctly classifies all chunks, assuming surfaces must always be connected. That is, if we do not allow for floating islands.
    • CONS: More costly than the approach above, but less than doing the entire chunk.

4. Greedy Meshing: Collapsing Redundant Faces

After surface extraction, the terrain surface may still consist of thousands of small, adjacent faces. For example, a flat (10 \times 10) floor produces 100 individual quads, even though they all lie on the same plane.

Greedy meshing reduces this redundancy by merging adjacent coplanar faces that share the same orientation and material. The algorithm scans the chunk in slices, expanding rectangles across rows and columns until a boundary is reached.

The effect is dramatic:

  • A large flat surface can be reduced from hundreds of triangles to just two
  • Vertex count drops sharply
  • Fewer draw calls and better cache behavior

Greedy meshing preserves exact geometry while significantly improving rendering efficiency.

5. Level of Detail: Scaling with Distance

Even an optimized mesh is unnecessarily detailed at long distances. Voxels far from the camera occupy only a fraction of a pixel, making high-resolution geometry wasteful.

Level of Detail (LOD) systems address this by reducing geometric resolution as distance increases. In voxel engines, this often involves downsampling the voxel grid—combining small groups of voxels into larger “super-voxels”—and rendering simplified meshes for distant regions.

Spatial hierarchies such as octrees are commonly used to manage this process, allowing nearby terrain to render at full resolution while distant terrain is represented more coarsely. The key result is that vertex count remains relatively stable regardless of view distance.

Result

The interactive simulation below joins all discussed optimizations:

  • Chunk Culling
  • LOD
  • Greedy Meshing

Feel free to play with it, see how the FPS and memory vary by enabling / disabling the optimizations:

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