The thing I like about the Papervision team is that they never rest. Sleep is not an option. Just keep pushing and making the product better. The latest installment is quadtree support. More about it here from John Grden’s blog. Quadtrees are an important data structure (named by Finkel and Bentley) that have significant historical use in the rendering pipeline and in terrain processing. Good introductory article here on GameDev. A variant of the algorithm is OctTrees and you can read up on both here and here.
If all this reading bores you, then spend some time on one of the latest cool PV3D sites,
and to think … people actually get paid to do this :)