Mise en PlaceĪs usual we’ll start with some preparations – an approach, I recently learned, called ‘mise en place’ in the French cuisine, which apparently also works for programming. In the final two articles we explore how to build a BVH for a fully dynamic scene, using the same techniques employed by modern games: the top level acceleration structure and the bottom level acceleration structure. OpenCL: GPU ray tracing, part 2 (series finale). ![]()
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