Optimizing a Ray Tracer by Building a Bounding Volume Hierarchy (BVH)

Optimizing a Ray Tracer by Building a Bounding Volume Hierarchy (BVH)

Sebastian Lague via YouTube Direct link

The Surface Area Heuristic

11 of 16

11 of 16

The Surface Area Heuristic

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Optimizing a Ray Tracer by Building a Bounding Volume Hierarchy (BVH)

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

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