AMD has showcased a particularly impressive graphics research breakthrough that could significantly reduce the memory and computational costs associated with ray tracing complex animated environments. Its tetrahedral cage technique allows hundreds of millions of independently animated triangles to be ray traced in real time without the enormous acceleration structure (AKA Bounding Volume Hierarchy or BVH for short) overhead traditionally associated with such workloads. In a new GPUOpen article published on September 17, AMD Fellow Holger Gruen demonstrated the technique using a large-scale terrain scene containing approximately 25,000 independently animated plants. At their maximum level of detail (LOD), these plants represent roughly […]
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