Skip to Content
GPU Pro 6
book

GPU Pro 6

by Wolfgang Engel
July 2015
Intermediate to advanced
586 pages
17h 21m
English
A K Peters/CRC Press
Content preview from GPU Pro 6
2. Rendering Vector Displacement-Mapped Surfaces in a GPU Ray Tracer 469
Top-level BVH
Middle-level BVH
Bottom-level BVH
VD
654
12
0
3
Mesh 0
xform 0
Mesh 1
xform 1
Mesh 1
xform 2
Mesh 2
xform 3
Figure 2.6. Three-level hierarchy. A leaf of the top-level BVH stores an object, which
is a middle-level BVH and transform. A leaf of the middle-level BVH stores primitives
such as a triangle, a quad, or a VD patch. There is a bottom-level BVH that is built
on the fly during the rendering for a leaf storing a VD patch.
AABB of a quad using the value. Although this results in a loose-fitted AABB,
which makes ray tracing less efficient than when tight AABBs are computed, it
makes ...
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Start your free trial

You might also like

GPU Pro 4

GPU Pro 4

Wolfgang Engel
GPU Pro 5

GPU Pro 5

Wolfgang Engel
GPU Pro 7

GPU Pro 7

Wolfgang Engel
GPU PRO 3

GPU PRO 3

Wolfgang Engel

Publisher Resources

ISBN: 9781482264623