Week 18 - Bounding Volume Hierarchies

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Published on ● Video Link: https://www.youtube.com/watch?v=lrtdUB67pyI



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Today we talked about raytracing and how hardware accelerated raytracing works. You construct a data structure called a BVH and pass it to an RTX-enabled graphics card and allow it to do the math to see where a ray intersects with a solid object. With a minimum of one ray per pixel (it often works out to a lot more, but you can do less if you're doing temporal tricks) you can find out what geometry is to be drawn at that point.


Raytracing flips the standard way of rasterizing around. Rather than triangles producing sets of pixels that get drawn (and overdrawn) to a screen buffer and depth buffer, which doesn't scale very well if you have a lot of triangles drawing to the same spot on the screen, with raytracing you start with all the pixels that are to be drawn, and figure out what triangles are there instead.







Tags:
is50b
bvh
bounding volume hierarchy