Bounding Volume Hierarchy
Channel:
Subscribers:
2,640
Published on ● Video Link: https://www.youtube.com/watch?v=d9OJwSPd1Ko
Today you were given your first group project assignment, implementing a BVH data structure, in the form of rectangles inside rectangles.
These structures are used extensively in raytracing applications, and are accelerated in hardware on NVIDIA's RTX line of graphics cards.
Other Videos By Bill Kerney
2022-02-14 | Ethics (Part IV): Virtue Ethics |
2022-02-13 | Linked Lists Part II: More Push and Pop functions |
2022-02-11 | ACM Workshop: Intro to Python |
2022-02-11 | Ethics (Part III): Kantian Ethics, Natural Rights |
2022-02-10 | Importing a material into UE4 in 10 minutes |
2022-02-09 | Introduction to Linked Lists |
2022-02-09 | Facial Recognition and Ethics (Part II on Ethics) |
2022-02-08 | UE4 Niagara (+ a bit on Source Control) |
2022-02-07 | Advice on how to approach the RTX On project |
2022-02-07 | The Ethics of NFTs |
2022-02-04 | Bounding Volume Hierarchy |
2022-02-04 | Conditionals |
2022-02-02 | Iterators and Ranges in the C++ Standard Library |
2022-02-02 | Truth Tables |
2022-02-01 | The Rasterization Pipeline in an Hour |
2022-01-31 | The Standard Library |
2022-01-31 | Evaluating Claims Pt 2., Invalid/Valid/Sound Arguments |
2022-01-29 | Ways of Knowing, Making an Argument |
2022-01-28 | Separate Compilation in C++ |
2022-01-27 | Unreal Engine Materials in 20 minutes |
2022-01-27 | ARM32 - Dynamic Arrays, Classes in Assembly |
Tags:
csci 41
bvh
rtx
raytracing
traceline
bounding volume hierarchy
gpu acceleration
data structure