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For now, algorithm uses naïve approach and traverses all objects in the scene to find if ray intersects any of them. It's not very productive, and is a quite critical bottleneck.
All object should be stored in a tree-like structure, which allows us to significanlty reduce number of intersection tests.
And so on. I think we should stick to BVH at first, and later may as well try other algorithms, it would be interesting to compare them. But there would be separate issues.
The text was updated successfully, but these errors were encountered:
For now, algorithm uses naïve approach and traverses all objects in the scene to find if ray intersects any of them. It's not very productive, and is a quite critical bottleneck.
All object should be stored in a tree-like structure, which allows us to significanlty reduce number of intersection tests.
There are quite a number of available algorithms:
And so on. I think we should stick to BVH at first, and later may as well try other algorithms, it would be interesting to compare them. But there would be separate issues.
The text was updated successfully, but these errors were encountered: