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So, Voxel Cone Tracing doesn't actually treat static and dynamic geometry as the same. It makes two hierarchical voxel trees, one static, and pre-built. and the other dynamic, and generated per frame. This is really the only way it can stay performant.



Not quite. They're all the same to the lighting/shadowing calculations, but it doesn't re-voxelize geometry that didn't change between frames.

From section 4.2:

> Both semi-static and fully dynamic objects are stored in the same octree structure for an easy traversal and a unified filtering. A time-stamp mechanism is used to differentiate both types, in order to prevent semi-static parts of the scene to be destructed in each frame. Our structure construction algorithm performs in two steps: octree building and MIP-mapping of the values.




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