BVH instances support : approaches

Practical and theoretical implementation discussion.
Serendipity
Posts: 37
Joined: Mon Dec 19, 2011 9:50 pm

Re: BVH instances support : approaches

Post by Serendipity » Wed Sep 11, 2013 2:40 pm

I am not sure what your target audience will be by in my opinion you will most likely need version 1 anyways if you want to support dynamic scenes with many triangles. Every rebuild algorithm I know is still to slow to handle 50+ MTriangles at 30fps or so. I also don´t understand why spatial splits should not work. You can still use spatial splits for each object. From my experience the performance does not suffer very much when using a 2 level hierarchy unless you have many overlapping objects.

spectral
Posts: 382
Joined: Wed Nov 30, 2011 2:27 pm
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Re: BVH instances support : approaches

Post by spectral » Wed Sep 11, 2013 2:59 pm

You're right...

I don't care about rebuild time for now... I'm only interested by offline rendering.

Maybe I was not clear, but spatial split is not possible for the TOP level BVH because it only contains instances, but still possible for sub-SBVH ! It is just that in this case I cannot compute the spatial-split on all the primitives (because I have several sub-trees).

Remarks: yes, overlapping objects is a problem in such case... not sure that there is a way to optimize this !

graphicsMan
Posts: 167
Joined: Mon Nov 28, 2011 7:28 pm

Re: BVH instances support : approaches

Post by graphicsMan » Fri Sep 13, 2013 5:49 pm

BTW, if there are students interested in publishing a paper about how to solve this problem, I would be interested in helping out. I've been interested in this for a while, but I simply don't have the time to do a full implementation of my ideas. If you're interested in pursuing this, and would like some help with concepts, paper writing, and perhaps a small amount of coding, send me a private message.

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