Lecture 9: Ray Tracing & Acceleration Structures (64)
buggy213

an interesting challenge is how to efficiently compute bounding volume hierarchies over the course of an animation. one idea is just to build a bounding volume hierarchy for each frame independently from all the others, but building a BVH can be somewhat expensive. given that the previous frame is similar to the current frame, is there some way to reuse the work done in creating its bvh?

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