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Optimizing a Ray Tracer by Building a Bounding Volume Hierarchy (BVH)
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- 1 Intro
- 2 Triangle-Test Debug View
- 3 Bounding Boxes Inside of Bounding Boxes
- 4 Building a BVH
- 5 Traversing the BVH
- 6 GPU-Friendly Data
- 7 Converting Recursion to Iteration
- 8 Box-Test Debug View
- 9 Increasing the Depth of the BVH
- 10 Distance Test and Child Ordering
- 11 The Surface Area Heuristic
- 12 Speeding up the Construction
- 13 32-Byte Nodes
- 14 Transformations
- 15 Supporting Multiple Models
- 16 Some Tests and Final Thoughts