| ▲ | PcChip an hour ago | |
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? | ||
| ▲ | modeless 4 minutes ago | parent | next [-] | |
Massively simplifying here but when doing one rasterization pass you process a list of triangles, in order, once. When raytracing a camera view you query a database of triangles, at least once for each pixel. The database needs a fancy 3D spatial index for this to be fast enough. When you modify the list of triangles you have to fix up or rebuild the fancy spatial index too. | ||
| ▲ | juancn 36 minutes ago | parent | prev [-] | |
To make ray tracing practical, you need to update the ray-tracing accelerating structures when you animate. | ||