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@Christian Pagot I think it is worth mentioning, that DXR is using Bottom Level Acceleration Structures (BLAS) as well as Top Level Acceleration Structures (TLAS): Figure 3: Overview of raytracing building blocks Figure 4: Overview of raytracing building blocks https://developer.nvidia.com/rtx/raytracing/dxr/DX12-Raytracing-tutorial-Part-1 - please refer ...


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First, it is important to observe that there are basically two different "classes" of methods for building accelerations structures for ray tracing: 1) space subdivision methods (e.g. BSP, kD-Tree, Octree, etc.); and 2) object subdivision methods (e.g. BVH). While space subdivison methods work by recursively subdividing the space with planes, ...


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It is a matter of performance. From a particular point on any object, you cannot know precisely where any illumination is coming from. There could be a near-perfect mirrored surface nearby. There could be water which reflects some portion of light to that point on the surface. Answering this question would require a full solution to the rendering equation. ...


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As you point out there is problems about which pixel on the camera to connect to. You probably wouldn't notice where you took the sample on an area light because generally the light is pretty uniform throughout, and even if it is textured you can just take a few samples and it will average to look ~correct. However if you connect to a random pixel, you would ...


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https://www.shadertoy.com/view/MldczM Is ANALYTIC intersection of a ray with a triangular b-spline, 3 quadratic bezier splines, 3 CVs for each spline, 3 corner CVs are shared by 2 splines. All cv heights are orthogonal to the triangle plane. It solves for <=2 roots in barycentric coordinates. There's never 3 intersections, so this is a surprisingly simple ...


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