Attempting to render more intricate scenes using an acceleration structure called a Bounding Volume Hierarchy.
Support my work (and get early access to new videos and source code) on Patreon or Nebula
Patreon: / sebastianlague
Nebula: https://go.nebula.tv/sebastianlague
Source Code:
GitHub: https://github.com/SebLague/Ray-Tracing
Credits and References:
BVH Article: https://jacco.ompf2.com/2022/04/18/ho...
3D Test Models: https://casual-effects.com/data/
Music: https://github.com/SebLague/Misc-Proj...
Chapters:
00:00 Intro
00:30 Triangle-Test Debug View
03:34 Bounding Boxes Inside of Bounding Boxes
04:41 Building a BVH
07:41 Traversing the BVH
09:13 GPU-Friendly Data
15:32 Converting Recursion to Iteration
18:06 Box-Test Debug View
21:42 Increasing the Depth of the BVH
25:11 Distance Test and Child Ordering
31:47 The Surface Area Heuristic
37:19 Speeding up the Construction
38:57 32-Byte Nodes
42:20 Transformations
45:10 Supporting Multiple Models
48:45 Some Tests and Final Thoughts