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Suggestion on use of textureQueryLod

Hi felicitations on your thesis.
Small suggestion for further improvement:
you might want to change the below

vec4 vol_sample(float diameter, vec3 location) {
	float vlevel = log2(diameter * vox_size); // Current mipmap level
	vlevel = min( MIPMAP_HARDCAP, vlevel );

	vec3 pos_texturespace = (location + vec3(1.0f)) * 0.5f; // [-1,1] Coordinates to [0,1]

	return textureLod(tex3D, pos_texturespace, vlevel);	// Sample
}

to this

vec4 getVoxelSample(vec3 hit_point) {
  vec3 hit_point_tex_space = (hit_point + 1.0) * 0.5; // [-1,1]->[0,1]

  float mipmapLevel = textureQueryLod(voxelMap, hit_point_tex_space).x;
  return textureLod(voxelMap, hit_point_tex_space, mipmapLevel);
}

This would get rid of MIPMAP... preprocessor variable.

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