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GfxGem
searching Neon…
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by
GfxGem
2mo ago
The paper describes that you still need to skin the cage (if you want to approximate skinned animation). The Youtube video describes that the rays get deformed instead of the geometry. Rays get always transformed from world space to the loc
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by
GfxGem
2mo ago
The method from the paper safes both, memory bandwidth and compute time. You animate and write (to memory) a way smaller number of vertices. You update a smaller (less memory bandwidth, less compute) BVH.