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Ray tracing massive amounts of animated geometry using tetrahedral cages(gpuopen.com)
10 points by LorenDB 4 days ago | 1 comments
PcChip 10 minutes ago | parent [-]

what is it about raytraced animation that makes it more expensive to update the BVH mesh vertices every frame, compared to old-school bone animation where you send the info to the vertex shader every frame?