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Ray tracing massive amounts of animated geometry using tetrahedral cages
(gpuopen.com)
11 points
by
LorenDB
4 days ago
|
1 comments
by
PcChip
19 minutes ago
|
[-]
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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