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Solving the BVH Structure Issues in Shaders: A Guide for Raytracing Enthusiasts

Автор: vlogize

Загружено: 2025-04-05

Просмотров: 7

Описание:

Discover the solutions to common issues with BVH structures in shaders. Explore detailed explanations on building and traversing BVH structures for successful ray intersections.
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This video is based on the question https://stackoverflow.com/q/77915641/ asked by the user 'TooGood' ( https://stackoverflow.com/u/12865980/ ) and on the answer https://stackoverflow.com/a/77923726/ provided by the user 'TooGood' ( https://stackoverflow.com/u/12865980/ ) at 'Stack Overflow' website. Thanks to these great users and Stackexchange community for their contributions.

Visit these links for original content and any more details, such as alternate solutions, latest updates/developments on topic, comments, revision history etc. For example, the original title of the Question was: BVH structure not working in shaders but work in cpp code

Also, Content (except music) licensed under CC BY-SA https://meta.stackexchange.com/help/l...
The original Question post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license, and the original Answer post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license.

If anything seems off to you, please feel free to write me at vlogize [AT] gmail [DOT] com.
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Troubleshooting BVH Structure Issues in Shaders

Rendering and raytracing can be fascinating subjects to dive into, but learning to implement acceleration structures like the Bounding Volume Hierarchy (BVH) can be challenging. If you've tried your hand at implementing a BVH and found that it behaves differently in your shaders compared to your C+ + code, you're not alone. This guide will help you identify common pitfalls and offer solutions to ensure your BVH works seamlessly across different programming environments.

Understanding the Problem

Many developers encounter an issue when dispatching shadow rays within a direction in their shaders, only to find that they can hit Axis-Aligned Bounding Boxes (AABB) but fail to intersect with triangles. You might discover that your BVH implementation works fine in C+ + but fails when you port it to your shader code. This discrepancy can often be attributed to how the BVH structure is traversed and how primitives are iterated over.

Investigating the BVH Structure

BVH Ray Tracing Logic

In the provided code snippet for the TraceRay function, which executes the ray tracing algorithm, we can try to decipher where the problem could lie:

[[See Video to Reveal this Text or Code Snippet]]

This function appears to appropriately traverse the BVH by stacking leaf and child nodes. However, special attention must be given on how triangles are processed.

Isolating the Issue

One common mistake is failing to keep track of the actual count of primitives in a leaf node. If a shader expects invalid indices, it may skip processing entirely, leading to the observed lack of triangle intersection. To mitigate this, add a variable for maintaining the number of primitives as illustrated in the solution below.

Solution: Tracking Primitives Effectively

The elegant solution to the problem is to modify your leaf node data structure to include a count of valid primitives, preventing any invalid index from slipping through:

Modifying the BVH Node Structure

Add a PrimitiveCount member to your BVHNode structure to keep track of the number of actual triangles in each node. This allows the IntersectTriangle function to know how many triangles to iterate over.

[[See Video to Reveal this Text or Code Snippet]]

Adjusting the Intersection Logic

Now in the TraceRay function, use this PrimitiveCount to iterate through primitives instead of relying on fixed indices, thus avoiding issues with skipped sections of code.

[[See Video to Reveal this Text or Code Snippet]]

Conclusion

By ensuring that you maintain proper indices and counts within your BVH data structure, you can enhance the reliability of your ray tracing process both in shader code and C+ + implementations. Remember, an attentive approach to debugging, particularly with the tools available like Nsight or Renderdoc, can lead you to the root of the problem even quicker.

Key Takeaway

Keeping track of primitive counts is crucial for successful BVH traversal in shaders to avoid skipping pieces of essential logic.

Feel free to share your thoughts or questions below, and let's continue exploring the world of raytracing and rendering techniques together!

Solving the BVH Structure Issues in Shaders: A Guide for Raytracing Enthusiasts

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