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BVH acceleration and other modifications #10
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Note that a git ignore file should be added in asset/ti_tests/
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This should be implemented in the future
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Well done!
Merging pull request and releasing v1.2.1 |
Marching towards v1.2.1, where we have our first BVH acceleration structure which is capable of accelerating ray intersection by reducing the amount of primitives to be taken into account. Test showed that, for
bunny
scene which contains 14916 triangles, it only takes 30 ms to build BVH tree while achieving roughly 50x speed up compared to the brute force ray intersection which can only prune unnecessary computation via object bounding box. The implementation of BVH tree is done in C++ and I expose a python API via pybind/pybind11. All it takes is to build the bvh code and install locally with minimal effort.Other modifications include:
transient_lit
mode, the problem of which can be found in issue Transient lit mode output is strange #9