Have you seen the VDB tree...?
VDB: High-Resolution Sparse Volumes with Dynamic Topology (Academy Award Winning data structure)
http://www.museth.org/Ken/Publications_files/Museth_TOG13.pd...
OpenVDB is an open-source C++ implementation with Python wrappers: https://ken.museth.org/OpenVDB.html
https://github.com/dreamworksanimation/openvdb
Ken works at SpaceX now, but a few years ago he gave a lecture on VDB at the Berkeley Institute for Data Science (BIDS)...
OpenVDB: An Open Source Data Structure and Toolkit for High-Resolution Volumes [video] https://www.youtube.com/watch?v=7hUH92xwODg
I am working on a planetary terrain rendering system for a game about spaceflight. The technique is based on conforming quadtrees but at no point there is an actual tree structure, it is encoded in a single integer. Starting from an origin point, the tree is traversed by moving to the adjacent subtree or parent node using simple bit twiddling.
The goal is to write a vertex shader than can efficiently generate triangle number n in quadtree m. This will be then fed to tesselation shaders for LOD subdivision.