Skip to content

Latest commit

 

History

History
19 lines (14 loc) · 989 Bytes

readme.md

File metadata and controls

19 lines (14 loc) · 989 Bytes

bvh: sink for ray traced geometry

a bvh (bounding volume hierarchy) is in acceleration structure for ray tracing. this sink here will append the triangle data that is handed in to a global ray tracing bvh by constructing a bottom level acceleration structure which will be combined globally with all other bvh modules you might have on a graph. input might come from a waveform obj file via the i-obj module.

note that it is not necessary to include an edge from here to any ray tracing nodes.

TODO:

  • static geometry: flag nodes somehow so BLAS build and dependent compute shaders will be skipped
  • producing modules: load obj, spawn particles, deform, animate, extrude with particle sim
  • quake: use bvh nodes
  • request_read_geo flag to be called request_build_bvh
  • geo type on ssbo to multiply by known height and use f16 type etc (maybe need memory type flags)

connectors

  • input wire triangulated geometry here, say from an i-obj module