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1
Intro
2
Triangle-Test Debug View
3
Bounding Boxes Inside of Bounding Boxes
4
Building a BVH
5
Traversing the BVH
6
GPU-Friendly Data
7
Converting Recursion to Iteration
8
Box-Test Debug View
9
Increasing the Depth of the BVH
10
Distance Test and Child Ordering
11
The Surface Area Heuristic
12
Speeding up the Construction
13
32-Byte Nodes
14
Transformations
15
Supporting Multiple Models
16
Some Tests and Final Thoughts
Description:
Explore advanced techniques for optimizing a ray tracer by building a Bounding Volume Hierarchy (BVH) in this 52-minute coding adventure video. Learn how to speed up rendering for intricate scenes through various optimization strategies. Begin with creating a triangle-test debug view, then delve into nested bounding boxes and BVH construction. Master BVH traversal, GPU-friendly data structures, and the conversion of recursion to iteration. Discover methods to increase BVH depth, implement distance tests, and apply the Surface Area Heuristic. Gain insights into speeding up construction, utilizing 32-byte nodes, handling transformations, and supporting multiple models. Conclude with practical tests and final thoughts on ray tracing optimization techniques.

Optimizing a Ray Tracer by Building a Bounding Volume Hierarchy (BVH)

Sebastian Lague
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