multiple reference octree OR BVH for GPU?

Practical and theoretical implementation discussion.
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MohamedSakr
Posts: 83
Joined: Thu Apr 24, 2014 2:27 am

multiple reference octree OR BVH for GPU?

Post by MohamedSakr » Sun Jun 15, 2014 1:41 pm

I want to implement a good acceleration data structure for ray-triangle intersections into my GPU raytracer
I heard that "multiple reference octree" got a very good performance, is it better than BVH? (in terms of memory consumption and parallel)

if so, any paper or implementation?

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