Question, if a ray was shot from a different direction, say left to right, would you need to make a different structure entirely to get front to back traversal? Or is the structure's order based on the location that the ray is going to be shot from at the start of each "frame"?
keenan
@bcagan Every time you enter a node of the kd-tree you just do a quick little calculation to determine which of the children comes first along the ray. You don't need to setup the kd-tree itself for a particular traversal direction.
bcagan
Ah okay.
jacheng
How are the partitions decided for the KD tree? Is it similar to the cost function being used previously for BVH?
triangle
I'm a bit confused when exactly a KD tree would be the best option to use. BVH takes care of scenes with a specific area of focus, and regular grid takes care of uniform scenes.
diegom
Yeah I think a summary of the strengths and weaknesses of these data structures would be really helpful!
sponge
Why do KD-trees allow us to go in front to back order?
Question, if a ray was shot from a different direction, say left to right, would you need to make a different structure entirely to get front to back traversal? Or is the structure's order based on the location that the ray is going to be shot from at the start of each "frame"?
@bcagan Every time you enter a node of the kd-tree you just do a quick little calculation to determine which of the children comes first along the ray. You don't need to setup the kd-tree itself for a particular traversal direction.
Ah okay.
How are the partitions decided for the KD tree? Is it similar to the cost function being used previously for BVH?
I'm a bit confused when exactly a KD tree would be the best option to use. BVH takes care of scenes with a specific area of focus, and regular grid takes care of uniform scenes.
Yeah I think a summary of the strengths and weaknesses of these data structures would be really helpful!
Why do KD-trees allow us to go in front to back order?