Hello,
I’m working on efficient method allowing to sort through large number of cuboids consisting of:
index, minX, minZ, minY, maxX, maxZ, maxY, detect groups of cuboids with adjacent faces, discard loose ones with no adjacent face and ignore adjacency of edges and vertices.
Big picture and future concept:
It seamed not too exciting at low cuboid count, but as extent grows to 100k - 1M cuboids things change a lot and it opens very interesting possibility of developing Gaussian voxels with normal vectors and logarithmic encoding of harmonics that will allow to bake physically accurate reflection, refraction, physical definition of specular and possibilities for many applications such as Non-Euclidean volumetrics, voxels with logarithmic normals and harmonic sub-pixels, physical Fourier transform, synthetic aperture, physical camera simulation and photo studio quality DOF pretty much for free. A bit like Indigo Renderer, but running in a browser on baked sets of voxel harmonics with geometry baked as log normals for edge hardness.
Actual task:
For face adjacency detection, grouping within cuboids set I ended up using workers, early sorting, log grid splits per axis plane and WASM for heavy detection. After trying many approaches I’ve ended up with performance around 1.5M cuboids/s, which includes entire process from fetching data to 3d scene and render.
Are there better ways for more efficient sorting and detection that always output exact results? I haven’t explored GPU based ones and perhaps there already are shader, or rasterizer components that partly do this process
Have a great 2026 and appreciate input,
Bartolome

