2 ms·
Last week I released on github a new single-header file library for constructing and traversing BVHs on the CPU, with (short-term) plans to take traversal (not
by jbikker 2y ago
Last week I released on github a new single-header file library for constructing and traversing BVHs on the CPU, with (short-term) plans to take traversal (not construction) to the GPU as well.
Features:
* No dependencies at all. Just add the header to your project and it works.
* Simple interface. Build using a flat array of triangle vertices.
* Builds state-of-the-art SAH binned BVH using AVX - 34ms for 260k triangles.
* Or, ~250ms for the same data without AVX, for cross-platform purposes.
* Builds wide BVHs: 4-wide and 8-wide, also in GPU-friendly format.
* BVH refitting.
* BVH optimizing: post-process your static scene BVH for ~15% more speed.
* Comparison against Embree is included (not winning yet but closing in).
Coming up:
* CWBVH for billions of rays/second on the GPU.
* OpenCL examples.
* TLAS/BLAS traversal.
The code is an implementation and continuation of my articles on BVH construction.
https://jacco.ompf2.com/2022/04/13/how-to-build-a-bvh-part-1-basics https://jacco.ompf2.com/2022/04/13/how-to-build-a-bvh-part-1...
Support / questions:
jbikker.bsky.social
j_bikker on X.