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.
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
AnimationControllerupdates vertices, mark the associatedBlasResourceasGEOMETRY_DIRTY.VK_BUILD_ACCELERATION_STRUCTURE_MODE_UPDATE_BIT_KHRflag in the Geometry Service.vkCmdBuildAccelerationStructuresKHRcall.