1 comments

  • PcChip59 minutes 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?
    • modeless5 minutes ago
      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. To avoid scanning the whole list of triangles for every pixel, the database needs a fancy 3D spatial index. When you modify the list of triangles you have to fix up or rebuild the fancy spatial index too.
    • juancn38 minutes ago
      To make ray tracing practical, you need to update the <i>ray-tracing</i> accelerating structures when you animate.