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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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**Is your feature request related to a problem? Please describe.**
Because we advocate using compliant hydroelastics as the preferred mode of contact, the tet-tet pair culling is incredibly important.…
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I'm interested in implementing a GPU accelerated BVH module based on Morton Codes along the lines of [this](http://graphics.snu.ac.kr/class/graphics2011/references/2007_lauterbach.pdf). I have written…
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The slicing algorithm does a bad job at the moment when intersecting the rays with the mesh triangles. This could be dramatically improved by using something like a bounding volume hierarchy or an oct…
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# Problem statement
Drake currently depends on FCL for its dynamic bounding volume hierarchy to do culling of geometries in various queries. This comes with a number of costs:
1. FCL is genera…
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I very much liked the talk.
I would be really interested in how these three techniques would compare performance-wise, if a bounding volume hierarchy, like a k-d tree were to be introduced.
My expec…
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- see https://github.com/Walther/clovers/issues/105
- additionally, think about other possible improvements for BVHNode
- e.g. spatial / octree building instead of choosing a random axis per node sp…
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For example
- Bounding volume hierarchies
- K-D trees
- Some form of culling
- spatial hashing
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This issue tracks progress on primitive shapes, which were first added in #10466 based on the `primitive-shapes` [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/12-primitive-shapes.md).
## …
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In file included from /Users/username/csc317/computer-graphics-bounding-volume-hierarchy/distances.cpp:9:
/Users/username/csc317/computer-graphics-bounding-volume-hierarchy/include/vi…