No more holes

The Skyway from 244 metres three seconds in: the old one-worker queue with sky showing through, the new pool with coarse-first to the horizon, and detail max with the smooth far rings.

Before: the Skyway from 244 m over (1623, -49), facing west, three seconds after the first frame, with the scheduling of before (one worker, no coarse pass, voxel columns: workers=1&far=blocks&coarse=off) at detail high with haze none. 53 of 165 far positions still empty, and there is no fog to hide them: the sky shows through. That field took 5.0 s to close.
▶ Go there tiles-1-before
Before: the Skyway from 244 m over (1623, -49), facing west, three seconds after the first frame, with the scheduling of before (one worker, no coarse pass, voxel columns: workers=1&far=blocks&coarse=off) at detail high with haze none. 53 of 165 far positions still empty, and there is no fog to hide them: the sky shows through. That field took 5.0 s to close.
After, the same spot and moment with the defaults: a pool of 2 workers (the browser reports 16 cores), every hole baked first at the coarse step (16 near, 32 far), a plane at the water line under anything still missing, and the outer ring as a smooth heightfield. The field had no hole after 1.2 s and every tile at its step after 5.1 s.
▶ Go there tiles-2-after
After, the same spot and moment with the defaults: a pool of 2 workers (the browser reports 16 cores), every hole baked first at the coarse step (16 near, 32 far), a plane at the water line under anything still missing, and the outer ring as a smooth heightfield. The field had no hole after 1.2 s and every tile at its step after 5.1 s.
The same spot at detail max with far=smooth, settled: every far tile a simplified heightfield (a restricted quadtree over the samples: flat ground and lakes as big quads, ridges at every sample, skirts at the edges), 2,012,940 far triangles where voxel columns take 10,697,192.
▶ Go there tiles-3-max-smooth
The same spot at detail max with far=smooth, settled: every far tile a simplified heightfield (a restricted quadtree over the samples: flat ground and lakes as big quads, ridges at every sample, skirts at the edges), 2,012,940 far triangles where voxel columns take 10,697,192.