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But efficient ray casting requires a scene graph structure--an octree, or a bsd-tree, etc. Are the details of that just handled by the driver?
by garmaine 7y ago
But efficient ray casting requires a scene graph structure--an octree, or a bsd-tree, etc. Are the details of that just handled by the driver?
- mmozeiko 7y agoYes. Driver/GPU handles that. It "just works". You just manage things on high level - what can be moved in world, what cannot and group the updates together.