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Bvh implementation in Next Week is really great and quite simple. However it is not optimal for gpu due to its recursive nature. As I was skimming through spatial data structures section of Foley et al, 2013, Computer Graphics ..., I realized that the first spatial data structure, dully called, the list, (p. 1081) is quite interesting, because it has a very simple logical structure. It is just a flat list of pairs, where each object is put together with the object that is farthest from it. Basically once hittable_list is created it, one just has to reorder its items using a distance function. It should not be as efficient as a bvh but it might worth mentioning it during the introduction of section 3 due its simpler nature.
The text was updated successfully, but these errors were encountered:
Bvh implementation in Next Week is really great and quite simple. However it is not optimal for gpu due to its recursive nature. As I was skimming through spatial data structures section of Foley et al, 2013, Computer Graphics ..., I realized that the first spatial data structure, dully called, the list, (p. 1081) is quite interesting, because it has a very simple logical structure. It is just a flat list of pairs, where each object is put together with the object that is farthest from it. Basically once
hittable_list
is created it, one just has to reorder its items using a distance function. It should not be as efficient as a bvh but it might worth mentioning it during the introduction of section 3 due its simpler nature.The text was updated successfully, but these errors were encountered: