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Hety, I have a quick question about this - when objects move around, I call the 'MarkForUpdate' function for each of them and the 'Optimize' function once per frame. However, this only seems to affect…
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Currently, if I'm reading the builders correctly, they always allocate a new `bvh` instance when building. It would be nice to have the option of re-using allocations.
heyx3 updated
8 months ago
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syoyo updated
3 years ago
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### Tested versions
- Reproducible in 4.2.2
### System information
Windows 11; Editor; 13th Gen Intel(R) Core(TM) i5-13600K 3.50 GHz; nvidia 4070
### Issue description
I'm working on …
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Related to #132
Refitting references [here](http://www.sci.utah.edu/~wald/Publications/2007/ParallelBVHBuild/fastbuild.pdf).
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I understand BVH and the code to create the hierarchy and I understand the code to insert nodes in the BVH but I don't understand how to insert bodies in the hierarchy. I mean I have a list with many …
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#### Heat map description
- X axis contains the varying `max_depth`
- Y axis contains the varying `max_bucket_size`
- cell hotness is the ratio of the Triangle/BoundingBox intersect count
#### Variabl…
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* https://github.com/syoyo/tinyusdz/blob/dev/src/usdObj.cc#L257
* https://github.com/syoyo/tinyusdz/blob/dev/doc/usdObj.md?plain=1#L26
I would be super enthusiastic to see this loose tendril of a …
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### Describe the issue
I want to get a target detection dataset for an industrial scene based on blenderproc rendering. In an industrial scene, there is a strong relationship between the degree of oc…
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By testing normals, the compute shaders of WebGPU are found to be about 20 times faster than WebGL's GPGPU, so rendering with WebGPU will be much quicker.
I discovered the following project: https:…