bvh-tree | A Bounding Volume Hierarchy implementation using javascript | 3D Animation library

 by   benraziel JavaScript Version: Current License: Non-SPDX

kandi X-RAY | bvh-tree Summary

kandi X-RAY | bvh-tree Summary

bvh-tree is a JavaScript library typically used in User Interface, 3D Animation applications. bvh-tree has no bugs, it has no vulnerabilities and it has low support. However bvh-tree has a Non-SPDX License. You can install using 'npm i bvh-tree-plus' or download it from GitHub, npm.

A Bounding Volume Hierarchy implementation using javascript
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            kandi-support Support

              bvh-tree has a low active ecosystem.
              It has 40 star(s) with 8 fork(s). There are 5 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              bvh-tree has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of bvh-tree is current.

            kandi-Quality Quality

              bvh-tree has 0 bugs and 0 code smells.

            kandi-Security Security

              bvh-tree has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              bvh-tree code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              bvh-tree has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              bvh-tree releases are not available. You will need to build from source code and install.
              Deployable package is available in npm.
              Installation instructions are not available. Examples and code snippets are available.
              bvh-tree saves you 145 person hours of effort in developing the same functionality from scratch.
              It has 362 lines of code, 0 functions and 9 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            bvh-tree Key Features

            No Key Features are available at this moment for bvh-tree.

            bvh-tree Examples and Code Snippets

            No Code Snippets are available at this moment for bvh-tree.

            Community Discussions

            QUESTION

            Why there is no shadows behind the mesh object?
            Asked 2020-May-19 at 20:38

            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 10:03

            I think your shadowRay config is the issue

            Source https://stackoverflow.com/questions/61879286

            QUESTION

            Why does the bounding box appear around the object in a strange way?
            Asked 2020-May-18 at 16:12

            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 13:15

            The 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:

            Source https://stackoverflow.com/questions/61764885

            QUESTION

            Why does push_back give a segmentation error?
            Asked 2020-May-09 at 12:57

            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 21:05

            Your vectors store the BvhNodes 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:

            1. Store the children as (smart) pointers instead of by value

            2. Create a custom allocator for the vectors to enable a more fine-grained debugging, and check for allocation failures

            Source https://stackoverflow.com/questions/61648217

            QUESTION

            How to convert a BVH node object into a simple array?
            Asked 2020-May-07 at 08:17

            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 15:48

            One 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:

            Source https://stackoverflow.com/questions/61612614

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install bvh-tree

            You can install using 'npm i bvh-tree-plus' or download it from GitHub, npm.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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