bvh-tree | A Bounding Volume Hierarchy implementation using javascript | 3D Animation library
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A Bounding Volume Hierarchy implementation using javascript
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QUESTION
I am creating an OpenGL based ray tracer for polygon models. The basic structure is about to render the results to a quad from the fragment shader. To accelerate the application, BVH-trees are used.
The problem is, that the method, which tests, if the shadow ray intersects something returns true where it should not return true, meaning that, there is no shadows at all. Only two side of the cube are black, they are not facing the light source.
Here is a screenshot, where you can see a cube on a plane. And there is a light source as well.
Here is the useful parts from the fragment shader: the trace
and the shadowIntersect
method:
ANSWER
Answered 2020-May-19 at 10:03I think your shadowRay config is the issue
QUESTION
I am creating an OpenGL based ray tracer for polygon models. The basic structure is about to render the results to a quad from the fragment shader. To accelerate the application, BVH-trees are used. Because there is no recursion in GLSL, I decided to find an other way to traverse the bounding boxes. The bvh nodes (including the boxes) and the primitive coordinates are sent to the fragment shader into a shader storage buffer.
I am using the basic idea described in: Threaded BVH-tree traversal in shaders
The above solution uses links "which are used to skip nodes which don't need to be evaluated". There is a hit link: which node to jump to in case of a hit and there is a miss link: which node to jump to in case of a miss.
Actually, I am not using links to navigate between the boxes, as I have a complete binary tree, which makes easier to navigate between the different depths. But the basic concept is similar to link above. I store the nodes in breadth-first order.
Unfortunately, when the program is running there is a weird result. I can see the object partly ray-traced and the bounding box as well. The bounding box has grey color, but this color should be the color of the background.
The below picture shows the current state. You should see a cone in a grey background, but instead of this you can see a grey bounding box around its object.
... and how it should look like (it is a non bvh-tree version)
Here is my fragment shader:
...ANSWER
Answered 2020-May-13 at 13:15The algorithm in rayIntersectWithBox
seems to be wrong.
The ray intersects the box, if the minimum is less than the maximum, for all 3 dimensions separately
Furthermore, you have to consider the direction of the ray. That means you have to evaluate the minimum and maximum dependent on the sign of the component of the direction vector (sign(invdir)
).
I suggest:
QUESTION
About the project:
I am working on an Opengl ray-tracer, which is capable of loading obj files and ray-trace it. My application loads the obj file with assimp and then sends all of the triangle faces (the vertices and the indices) to the fragment shader by using shader storage objects. The basic structure is about to render the results to a quad from the fragment shader.
When I load bigger obj-s (more than 100 triangles), it took so much time for the computer to do the intersections, so I started creating a BVH-tree to speed up the process. My BVH splits up the space into two axis-aligned-bounding-boxes recursively based on the average median of the triangles faces contained in the AABB.
I succeed to build the BVH tree structure (on CPU) and now I want to convert it to a simple array, then send it to fragment shader (to a shader storage buffer).
Here is the method responsible for converting the BVH root node into an array:
...ANSWER
Answered 2020-May-07 at 21:05Your vectors store the BvhNode
s everywhere by value.
This means that every time you push_back
a node, its copy constructor is called, which in turn copies the children
vector member inside the node, which copies its own elements etc.
This basically results in complete subtrees being copied/freed every time you insert or erase a node.
This in turn can result in memory fragmentation, which can eventually cause a vector reallocation to fail and cause a segfault.
Without the full code, I can recommend these 2 things:
Store the children as (smart) pointers instead of by value
Create a custom allocator for the vectors to enable a more fine-grained debugging, and check for allocation failures
QUESTION
I am working on an Opengl ray-tracer, which is capable of loading obj files and ray-trace it. My application loads the obj file with assimp and then sends all of the triangle faces (the vertices and the indices) to the fragment shader by using shader storage objects. The basic structure is about to render the results to a quad from the fragment shader.
When I load bigger obj-s (more than 100 triangles), it took so much time for the computer to do the intersections, so I started creating a BVH-tree to speed up the process. My BVH splits up the space into two axis-aligned-bounding-boxes recursively based on the average median of the triangles faces contained in the AABB.
I succeed to build the BVH tree structure (on CPU) and now I want to convert it to a simple array, then send it to fragment shader (to a shader storage buffer).
This is the structure of my BVH class.
...ANSWER
Answered 2020-May-06 at 15:48One way to lay out binary tree nodes in an array is: for all nodes in the tree, if a given node has array index i
, its children are at indices 2i + 1
and 2i + 2
(described more fully here).
Assuming you have a complete tree, you can write your tree to an array with a simple breadth-first traversal:
In pseudo-code:
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