I have a model stored in a GVDB representation, and would like to cast rays through the scene and then update values in each of the voxels (including voxels that do not contain the occupied space) based on the number of rays that passed through that voxel. I have seen examples like Spray Deposit where the hit points of the rays are updated, but none where each of the voxels that the ray passes through are updated with a new value. Is there an accepted efficient way to update voxel values based on ray pass through? Do any examples exist that do this?
Thanks for any insight,