You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Any interest in supporting acceleration structures for height fields?
There's a paper that goes into describing the process. I'm currently using this library for calculating ambient occlusion in terrains, and this approach may lead to a performance boost.
Even so much as a dedicated BVH builder for height fields would be really cool to see.
The text was updated successfully, but these errors were encountered:
Hello! I've started a new job and I am really busy at the moment, but if you feel confident doing this, feel free to send a pull request. I'm not sure if that would apply here, but note that any shape that has a bounding box should already be supported, essentially by implementing a custom primitive that fulfills the contract that the BVH builders and ray intersection kernel expects.
Any interest in supporting acceleration structures for height fields?
There's a paper that goes into describing the process. I'm currently using this library for calculating ambient occlusion in terrains, and this approach may lead to a performance boost.
Even so much as a dedicated BVH builder for height fields would be really cool to see.
The text was updated successfully, but these errors were encountered: