Hey #gamedev #graphicsdev, ever run into a 'BVH black hole' in a SAH-constructed BVH? A spot where too many triangles/nodes pile up, causing a significant frame drop during operations like ray casting? Any thoughts or solutions? #BVH #3DRendering #PerformanceIssues #RayCasting


I heard about something like this where there was a corridor at a 45 degree angle. Because all the nodes in the BVH were axis-aligned, a massive number of nodes were poking into the corridor, so looking down the hallway caused massive FPS drops.


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