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madmann91 avatar madmann91 commented on May 23, 2024

Do you mean traversing a 2D BVH, or traversing a 3D BVH with a plane instead of a ray?

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 avatar commented on May 23, 2024

Traversing a 3D BVH with a point from an image plane. I consider the 3D BVH useful because the scene primitives still have a Z index.

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madmann91 avatar madmann91 commented on May 23, 2024

If all you need is a 2D BVH, it might make sense not to use this library because BVH nodes can be made smaller, and the split heuristic should probably be changed (the SAH might not represent the cost of your traversal operation well). Seeing this is a not so common use of the library, I'd rather keep this separate if possible. If you want, I can add a NodeIntersector template parameter to the SingleRayTraverser class, and you can plug your code there. Not sure if that helps?

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 avatar commented on May 23, 2024

It can stay separate then. I guess it's not too difficult that on the chance that someone else needs it, they can do it themselves with relatively little effort.

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madmann91 avatar madmann91 commented on May 23, 2024

I have refactored the code to allow custom node intersectors in the SingleRayTraverser class. Let me know if this helps (or not?).

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 avatar commented on May 23, 2024

@madmann91 Yes, that's helpful! That definitely makes it easier to retrofit into a 2D renderer. I'll have to a take another look at the node intersectors you added at some point, looks pretty neat.

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