Using Embree generated BVH trees for GPU raytracing

Intel released it’s Embree collection of raytracing kernels, with source, sometime ago and I recently had the opportunity to try and compare the included BVH generation library against my own implementation in terms of BVH tree quality. The quality of a scene’s BVH is critical for quick traversal during raytracing and typically a number of techniques, such as the Surface Area Heuristic one I am currently using, is applied during the tree generation to improve it.

Continue reading “Using Embree generated BVH trees for GPU raytracing”
Using Embree generated BVH trees for GPU raytracing