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kt_bvh

Experimenting with BVH building algorithms and node formats for CPU/GPU raytracing.

The library is not restricted to any particular traversal or node format. It builds an unoptimized pointer based tree which can then be flattened to a more optimal structure. This way it is easier to experiment with different node formats (memory layout, quantization, packing etc). However there are sample routines for building a simple flat BVH2 and BVH4.

Currently implemented:

  • BVH2/4
  • Median split
  • Binned surface area heuristic split

TODO:

  • SBVH (spatial splits)
  • Sweep SAH
  • Optimize tree building (multithreading/simd)
  • LBVH

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