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BLAS "Refit" Pipeline for Deforming Meshes #180

@FacoBackup

Description

@FacoBackup

Description

This links back to our BVH discussion. When a character moves an arm, the BLAS must be updated. We cannot rebuild it from scratch every frame without a massive performance hit.

Key Tasks

  • Refit Trigger: When the AnimationController updates vertices, mark the associated BlasResource as GEOMETRY_DIRTY.
  • Vulkan Refit Implementation: Use the VK_BUILD_ACCELERATION_STRUCTURE_MODE_UPDATE_BIT_KHR flag in the Geometry Service.
  • Data Flow: Ensure the Compute Skinning output buffer is used as the source for the vkCmdBuildAccelerationStructuresKHR call.

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