Build an additive octree entirely on the GPU, then reveal successive levels with Detail depth or Progressive reveal. Ancestor points remain visible as children add detail. At the finest level every source point appears exactly once. Colors identify the level that owns each point.
Tile bounds shows the current frontier: nodes at the selected depth and leaves that terminated earlier. Drag to orbit and scroll or pinch to zoom. Source and visible counts show how many points are rendered. The GPU Graph tab exposes construction passes and scratch resources.
Positions remain immutable. The renderer gathers them using a packed source-ID buffer with a contiguous range for each tile. The example reads back status and node metadata once, without reading back point IDs or positions. Changing detail depth does not rebuild the tree.
This is a resident-data demonstration, not network streaming or view-dependent tile selection. See the octree API and limitations.