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In ray-tracing, people debate back and forth between kd-trees, octrees, quad-AABB trees, oct-AABB trees, and I’m sure there are a few more. I think quad-AABB h
by corysama 4y ago
In ray-tracing, people debate back and forth between kd-trees, octrees, quad-AABB trees, oct-AABB trees, and I’m sure there are a few more.
I think quad-AABB has been the most popular option for a while now.
- sudosysgen 4y agoGenerally the most popular is a BVH system between objects and a kd-Tree within objects, in my experience.
- boppo1 4y agoI'm a noob to DS&A, but I'm writing a little add-on for Blender and have come up against BVH and kd-trees. What makes one more popular for 'within objects' and the other for 'between'?
- sudosysgen 4y agoBVHes handle sparsity and very large scenes with variable density very well, so they are good to be able to see which objects you might intersect. kd-Trees are much better for objects because they handle the high density of geometry very well and are thus very effective if you want to test against a million triangles in close proximity, for example.
- boppo1 4y agoThanks!
- taeric 4y agoSo many things to read up on, now! :D Thanks for the pointers!