Gaussian bounding volume hierarchy for spatial queries.
GPU voxelization pipeline with Gaussians already uploaded.
Block-aligned grid bounds to voxelize within.
Size of each voxel in world units.
Opacity threshold for solid voxels.
Block mask buffer containing voxelization results.
GPU-accelerated voxelization of Gaussian splat data into a block mask buffer.
Uses double-buffered pipelining: the CPU prepares the next mega-dispatch (BVH queries + index copying) while the GPU executes the current one.