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With help from the Nvidia Forum and two very helpful and friendly Nvidia employees I found the perfect solution. In OptiX there is a so called selector node. This is a special scene-graph node that utilizes a user specified program to select which child a ray should traverse and which not. #include <optix.h> rtDeclareVariable(unsigned int, timestep, ...


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Typically, texture coordinates are interpolated from the vertices of a triangle during rendering. This can be seen in two ways. evaluating your texture at vertices and the interpolating the result or interpolating the texture coordinates and evaluating your texture at the fragment level. If you do not supply vertices with corresponding texture coordinates ...


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In order to translate a vtkCellLocator, you have only to translate a bounding box of root octant. However this bounding box cannot be publicly accessible. So it is necessary to create a new class inheriting from a vtkCellLocator and provide access functions to get and set it directly. The following is a simple example. #include <vtkTransform.h> #...


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