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If we have a massive scene to render, would it be possible to use a combination of data structures to represent the meshes? For example, the scene might have a lot of non uniformly distributed primitives, but includes the mountain in a separate region. Would representing just the mountain using a uniform grid and everything else with a bvh be beneficial? Or would it be too costly to figure out what regions are and aren't uniformly distributed to create the grid? Or is this just a dumb idea to begin with haha