Open OfficerYoda opened 5 days ago
Top down Construction can create more efficient trees but using a **Bottom up Construction makes it easier to update only local parts of the BVH and avoid a full rebuild. It's also possible to periodically rebuild the whole tree when it becomes to imbalanced.
Another optimization is to slightly increase the bounding volume based on the speed of the objects inside of them to prevent rebuilds every udpate.
A Bounding Volume Hierarchy (BVH) is better suited for complex and dynamic objects, like polygons with rotations or irregular shapes. Unlike QuadTrees, which work best for simple, axis-aligned objects, BVHs use flexible bounding volumes (e.g., OBBs, AABBs) that can adapt to non-uniform shapes and orientations, allowing for more accurate collision detection and fewer unnecessary checks.
BVHs are also more efficient in dynamic scenes where objects frequently move or rotate, as they support localized updates instead of requiring a full rebuild. This flexibility makes BVHs ideal for handling complex geometries and dynamic interactions that a QuadTree structure can't efficiently support.