Update the culling system to extend the current non-hierarchical view frustum culling with hierarchical view frustum culling. Ideally, a hierarchical tree structure should be created and/or updated per frame to store ModelNode proxy pointers using an object (or maybe a spatial) partitioning scheme.
The culling system should support single and multiple view frustums in a single query (e.g. voxelization + LBuffer).
Closest-hit and any-hit ray queries can be supported as well using a two-level hierarchy. The first level is handled by the hierarchical tree structure of the culling system. The second structure is handled by the BVH of the ModelNode itself (in object space).
Currently, the view frustum culling for shadow maps supports only the camera view frustum, but not the voxelization view frustum. Both view frustums should be taken into account.
Update the culling system to extend the current non-hierarchical view frustum culling with hierarchical view frustum culling. Ideally, a hierarchical tree structure should be created and/or updated per frame to store
ModelNode
proxy pointers using an object (or maybe a spatial) partitioning scheme.The culling system should support single and multiple view frustums in a single query (e.g. voxelization + LBuffer).
Closest-hit and any-hit ray queries can be supported as well using a two-level hierarchy. The first level is handled by the hierarchical tree structure of the culling system. The second structure is handled by the BVH of the
ModelNode
itself (in object space).