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Ray tracing massive amounts of animated geometry using tetrahedral cages

18 pointsby LorenDBlast Thursday at 1:10 PM2 commentsview on HN

Comments

PcChiptoday at 8:18 PM

what is it about raytraced animation that makes it more expensive to update the BVH mesh vertices every frame, compared to old-school bone animation where you send the info to the vertex shader every frame?

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