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    Bounding Volume Hierarchy (BVH) tree generation on a single mesh I'm working on the terrain portion of my engine at the moment, trying to implement walking on terrain surfaces. I have done some research and so far I've settled on using a ray trace to find the triangle that the character controller is currently hovering over. The problem is that my mesh has lots of triangles and it takes quite some time to go through every one of them to find a ray-triangle intersection. I've asked this in another forum on here and I was recommended to try and use a spacial partitioning structure, more specifically bounding volume hierarchy. I've done a few hours of research just reading through all the papers I could find, but most of them deal with multiple meshes. I was wondering if anyone could help me out with just a basic outline of the process involved of creating and using a BVH tree for a single terrain mesh. You don't really have to go into detail, I'll try to do the research on my part, but if you can just give me a breakdown of the steps I need to do in order to use it, It'd be really great. Also if you know any good, relevant resources/papers I'd like to know too. Thanks in advance. https://ift.tt/eA8V8J

    I'm working on the terrain portion of my engine at the moment, trying to implement walking on terrain surfaces. I have done some research and so far I've settled on using a ray trace to find the triangle that the character controller is currently hovering over. The problem is that my mesh has lots of triangles and it takes quite some time to go through every one of them to find a ray-triangle intersection. I've asked this in another forum on here and I was recommended to try and use a spacial partitioning structure, more specifically bounding volume hierarchy. I've done a few hours of research just reading through all the papers I could find, but most of them deal with multiple meshes. I was wondering if anyone could help me out with just a basic outline of the process involved of creating and using a BVH tree for a single terrain mesh. You don't really have to go into detail, I'll try to do the research on my part, but if you can just give me a breakdown of the steps I need to do in order to use it, It'd be really great. Also if you know any good, relevant resources/papers I'd like to know too. Thanks in advance.

    from GameDev.net https://ift.tt/2MgEBTJ

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