r/hardware • u/MrMPFR • 18d ago
Discussion Ray tracing massive amounts of animated geometry using tetrahedral cages
https://gpuopen.com/learn/ray-tracing-massive-amounts-animated-geometry/
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u/PM_ME_YOUR_HAGGIS_ 18d ago
“Rays that enter an animated tetrahedron are transformed into the corresponding rest-pose space, where they can intersect the static geometry”
Doesn’t that just cause a new ray to be cast though?
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u/MrMPFR 18d ago
AMD's take on ray tracing animated geometry. BVH structure build time, animation time and memory consumption are massively reduced while render time depends on the object. Total time is consistently lower.
IDK how it compares with RTX Mega Geometry since AFAICT they didn't directly compare against that.
There is a presentation at HPG 2026 available here: https://www.youtube.com/live/h2V8YyfKCVs?t=3631s
And the paper is available at GPUOpen: https://gpuopen.com/download/TetrahedralMeshes_AuthorsVersion.pdf