
Voxelith transforms smooth 3D models into beautifully structured voxel representations. At its core, a recursive octree (Divide and Conquer) algorithm decomposes complex meshes into hierarchical cubic units with surgical precision. Every triangle tested. Every empty region pruned. The result is a real-time interactive viewer with a custom software rendering pipeline, depth-sorted face drawing, and cinematic auto-orbit. No GPU abstraction layers, just pure math.
recursive spatial decomposition with SAT-based triangle-box intersection
hand-rolled 4×4 matrix pipeline, painter's algorithm, and depth-sorted face drawing
orbit camera, cross-section slicing, explode view, wireframe modes
Frontend: Custom software rendering pipeline with Raylib
Backend: C++17 with multithreaded octree construction and Separating Axis Theorem collision
Deployment: GNU Make with automatic platform detection (macOS, Linux, Windows)