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A Simple, Optimized Bounding Volume Hierarchy for Ray/Object Intersection Testing
License: MIT License
This project forked from brandonpelfrey/fast-bvh
A Simple, Optimized Bounding Volume Hierarchy for Ray/Object Intersection Testing
License: MIT License
Code: Fast-BVH, an optimized Bounding Volume Hierarchy Author: Brandon Pelfrey ([email protected]) Borrowed AABB Intersection code referenced in BBox.cpp Date: April 17, 2012 This code, which I am releasing for public use, provides an optimized Bounding Volume Hierarchy (BVH). The vector and axis-aligned bounding box (AABB) code included requires SSE in order to function. The entire build and intersection test functionality is recursion-less and is much more optimized than the one found in say, PBRT (Physically Based Rendering, by Pharr + Humphreys). With that said, if you see another cool trick to speed things up, I'd love to see it! The BVH itself makes minimal assumptions on the items it may contain: Objects need only implement the getIntersection(), getBBox(), and getCentroid() functions in order to be queryable. The included example code renders a million spheres distributed inside of a cube using the BVH (in <3 seconds on my old MacBook!) I have attempted to comment this code well and make everything well-understood. If there is an issue with the code, a question as to how something works, or if you use this in a project, please let me know!
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