Comments (1)
You can do that by hacking into PrecomputedTri
and having an early check that dot(ray.dir, n)
is >0 or <0 (depending on whether you want to cull back- or front-faces). Note that performance is not guaranteed to increase with culling. In fact, it may even decrease, as sometimes culling triangles might result in other, expensive parts of the geometry becoming visible. If you feel adding this to the library would be worthwhile, you can create a PR and I will review it.
from bvh.
Related Issues (20)
- Dot Product Elimination in Sphere Intersector HOT 1
- Flags array seems uninitialized in bottom up algorithm. HOT 3
- Height Field Support HOT 2
- Undefined behavior in morton_split HOT 3
- pragma STDC FP_CONTRACT ON in utilities.hpp is not supported in Visual Studio 2022 HOT 5
- Instances HOT 8
- bvh_always_inline inline HOT 3
- Numerical issue at triangle edges? HOT 11
- Two questions: MB and primitive splitting HOT 1
- raw, bvh node data to upload to the gpu HOT 1
- `build()` in debug build of v2 feels slower than v1 HOT 2
- Recovering "split axis" from MiniTreeBuilder HOT 1
- Your code is building fine on MSYS2 MINGW64 HOT 1
- Two tests need pthread to compile on linux HOT 2
- Library does not handle rays parallel to axes HOT 5
- Identifiers near and far in bvh.h cause issues when precompiled headers are used HOT 3
- config.min_leaf_size > 1 Leads to assertion failure HOT 1
- What is the use case? is it slower than embree? HOT 1
- Cancel build +progress monitor HOT 4
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from bvh.