multiple reference octree OR BVH for GPU? back

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(L) [2014/06/15] [tby MohamedSakr] [multiple reference octree OR BVH for GPU?] Wayback!

I want to implement a good acceleration data structure for ray-triangle intersections into my GPU raytracer
I heard that "multiple reference octree" got a very good performance, is it better than BVH? (in terms of memory consumption and parallel)
if so, any paper or implementation?

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