3 ms·
I did look at QBVH and flattening it to a single dimension, but my understanding is that most specialized BVHs like this prefer mostly static geometry because u
by grovesNL 2y ago
I did look at QBVH and flattening it to a single dimension, but my understanding is that most specialized BVHs like this prefer mostly static geometry because updates are so expensive. I'd be happy to be wrong on this though - QBVH looked complicated enough that I didn't want to experiment with it without some strong signals that it would be the right direction.
- magicalhippo 2y agoFair point. They mention they do a regular construction and then reduce it to the QBVH, so was wondering if the BIH approximate sort trick could be used effectively. Again not put a lot of though into it. Sounds like a fun challenge though.
- magicalhippo 2y agoFrom my ray-tracing days, I recall that the majority of the time spent in the acceleration structure was due to cache misses when traversing nodes. It might be you want to use a binary partitioning algorithm or similar for just a few levels, and then have the leaf nodes be N spans in a (sorted) list, where N is somewhat large. Then you can have some fast loop to mow through the leaf spans.