Here I will compile a list of research papers, with small descriptions and images if available, roughly sorted by relevance and importance.
I will include a download link for archival purposes. If you are the author or rights-holder of a paper and wish it to be removed, please contact me.
Google Drive Folder
A Fast Voxel Traversal Algorithm for Ray Tracing
Amanatides, Woo (1987, University of Toronto)
Amanatides & Woo (1987) describes a technique using a DDA raymarch through a voxel grid, testing intersections with every object that intersects a voxel. Their implementation of the DDA algorithm is still standard for 3D voxel ray marching.
Efficient Sparse Voxel Octrees
Laine, Karras (2010, Nvidia Research)
PDF Download | Nvidia Research
Commonly known as ESVO, this paper describes a technique utilising a raymarch through a scene described by hierarchical sparse voxel octrees, including techniques for deformations using contour lines. Includes discussion of bitmasks for ray traversal. Utilising sparse octrees for voxel information presents the advantage of space-skipping - the higher levels of the tree can be stepped through in one iteration if they are empty.
A guide to fast voxel ray tracing using sparse 64-trees
This article by dubiousconst282 builds on ESVO by implementing the octree traversal using squashed octrees, and by utilising a hybridised ray-marcher using AABB intersection in conjunction with a DDA step for octree traversal. 64-trees can perform better than octrees by the fact that less tree traversal is required by the rendering algorithm, additionally the node bitmask can be stored neatly in a single 64-bit unsigned integer.
dubiousconst282 has done a tremendous amount of work researching different voxel ray-marching techniques, and has also compiled these notes (PDF), and some benchmarks of various voxel techniques (PDF).
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