#BVH
BVH visualization + SSTV
June 8, 2026 at 6:25 AM
menger sponge (4000ish triangles): 22s BVH 336s no BVH
#art
April 4, 2025 at 7:08 AM
Tetrahedral cages significantly reduce BVH memory usage

#ram #gamedev #indiedev #gamedevelopment
How tetrahedral cages significantly reduce BVH memory usage
The AMD tetrahedral cage technique ray traces 25,000 independently animated plants at 60+ FPS while slashing BVH memory and update costs for massive dynamic scenes.
gpuopen.com
September 22, 2026 at 11:11 AM
procedural roots on arbitrary mesh with three-mesh-bvh
February 28, 2026 at 6:51 AM
short form entertainment but it's only the BVH
December 2, 2025 at 12:06 AM
DS3LE-PT COTD WIP. Lot of bug fixes in BVH and tech perspective. Testing is going well. Slowly fixing issues in area one at a time
September 23, 2026 at 5:39 AM
Dynamic BVH Update : Now the cloth bits are in the bvh as well.
Here is full comparision of when disabled vs enabled
November 16, 2025 at 12:54 PM
tinybvh has been updated to version 1.05. New in this version:
* Double-precision BVH build and traversal
* Validation (in speedtest) of shadow ray queries
* Faster GPU BVH4 traversal (+ ~5%)
* TLAS preparations
* BVH for list of AABBs
* ...More.
Link: github.com/jbikker/tiny...
GitHub - jbikker/tinybvh: Single-header BVH construction and traversal library.
Single-header BVH construction and traversal library. - jbikker/tinybvh
github.com
December 3, 2024 at 8:51 AM
Now on the dev branch of TinyBVH: Version 1.7.0.
New in this version:
Ultra-fast CPU BVH builds using the threaded, binning SAH builder (BVH::BuildAVX).
TinyBVH now builds a BVH for a 220k triangle model in 7ms, twice as fast as before.
Dev build: github.com/jbikker/tiny...
GitHub - jbikker/tinybvh at dev
Single-header dependency-free BVH construction and traversal library. - jbikker/tinybvh
github.com
June 2, 2026 at 10:04 AM
TinyBVH has been updated to 1.6.8 on the main branch. Notable changes:
* New C++17 threading system
* TinyOCL now uses OpenCL 3.1.1
* Fix: watertight tri test for shadows
* Added BVH::BuildAABB
EA SEED (Gigi), SideFX and Remedy are using TinyBVH! Check it for yourself: github.com/jbikker/tiny...
GitHub - jbikker/tinybvh: Single-header dependency-free BVH construction and traversal library.
Single-header dependency-free BVH construction and traversal library. - jbikker/tinybvh
github.com
June 1, 2026 at 12:31 PM
TinyBVH 1.9.0 is now available on the main branch:
github.com/jbikker/tiny...
This release has been prepared in collaboration with @wjakob.bsky.social. As of 1.9.0, TinyBVH switched from 'single-header' to 'header-only', because the tiny thing was getting unwieldy...
Overview of what's new:

(1/3)
GitHub - jbikker/tinybvh: Single-header dependency-free BVH construction and traversal library.
Single-header dependency-free BVH construction and traversal library. - jbikker/tinybvh
github.com
September 25, 2026 at 10:53 AM
tinybvh has been updated to 1.1.1 on the main branch. This makes the new, simplified API the default. For basic use, nothing changes:

BVH bvh;
bvh.Build( myVerts, triCount );
bvh.Intersect( ray );

Link to repo: github.com/jbikker/tiny...

(1/3)
GitHub - jbikker/tinybvh: Single-header BVH construction and traversal library.
Single-header BVH construction and traversal library. - jbikker/tinybvh
github.com
December 17, 2024 at 8:56 AM
More on our tetrahedral cage research: the numbers behind the demo video. 🌳

📉 <2GB of BVH memory, vs. up to 80GB for conventional animated BVHs.
⚡ 500M+ animated triangles ray traced per frame at 60+ FPS.

See the breakdown ⬇️

gpuopen.com/learn/how-te...
How tetrahedral cages significantly reduce BVH memory usage
The AMD tetrahedral cage technique ray traces 25,000 independently animated plants at 60+ FPS while slashing BVH memory and update costs for massive dynamic scenes.
gpuopen.com
September 17, 2026 at 8:10 PM
With the new abstractions in three-mesh-bvh, making a custom BVH is easier than ever! SkinnedMeshes can now have one created directly, leading to an over 2x perf improvement on update vs creating a new static mesh. 🚀

What else needs a BVH?

1/2 👇

#threejs #webgl #gamedev
January 15, 2026 at 3:01 AM
TinyBVH 1.6.6 is out on main. Changes:
* Improved speed of FullSweep (thanks Julian)
* Reverted JobSystem to basic threading because of instabilities
* Wave_tracer now uses TinyBVH!
* Fixed speedtest of GPU BVH
Because of the threading issue: Please upgrade to 1.6.6 asap.
github.com/jbikker/tiny...
GitHub - jbikker/tinybvh: Single-header dependency-free BVH construction and traversal library.
Single-header dependency-free BVH construction and traversal library. - jbikker/tinybvh
github.com
September 2, 2025 at 8:46 AM
New in tiny_bvh.h today:
github.com/jbikker/tiny...
Fast GPU BVH traversal using a 4-wide BVH.
Code is in traverse.cl and included in speedtests.
One more to go: CWBVH!
GitHub - jbikker/tinybvh: Single-header BVH construction and traversal library.
Single-header BVH construction and traversal library. - jbikker/tinybvh
github.com
November 19, 2024 at 4:03 PM
New blog post! "Measuring acceleration structures", in which we will compare BVH costs on various GPU architectures and drivers and attempt to understand the details enough on AMD hardware to make sense of the numbers!

Reposts appreciated :)

zeux.io/2025/03/31/m...
Measuring acceleration structures
Hardware accelerated raytracing, as supported by DirectX 12 and Vulkan, relies on an abstract data structure that stores scene geometry, known as “acceleration structure” and often referred to as “BVH...
zeux.io
April 1, 2025 at 4:49 AM
BVH Quality: Beyond SBVH

#gamedev #gamedevelopment #indiedev
BVH Quality: Beyond SBVH
jacco.ompf2.com
October 4, 2025 at 5:16 PM
Some hand-made BVH-style thingy...
July 11, 2026 at 2:56 AM
I am glad to attend #HPG2025 where I just presented our paper "Fused Collapsing for Wide BVH Construction", co-authored with Mathias Paulin. We propose a fast build algorithm for wide BVHs that directly computes a wide hierarchy without additional collapsing pass. Webpage: wbrbr.org/publications...
Fused Collapsing for Wide BVH Construction
wbrbr.org
June 23, 2025 at 5:27 PM
Rétro cars voiture 🚘 ► Automobile 🚘 ► la DS 21 Break BVH 1969
August 25, 2026 at 6:43 PM
The last few days I've gone from "wow these heightmap SDF queries are slow"
to
I know, I'll test against bounding spheres around the triangles
to
I know, I could nest the bounding spheres and discard whole regions at once
to
This would be better with bounding boxes
to
I've reinvented BVH, haven't I?
December 1, 2025 at 11:49 PM
VSC-9.4 Quetzal [Bounding Volume Hierarchy] (4s with BVH, 40s without BVH)
April 3, 2025 at 9:18 PM
Path tracing LGK now also with the new mirror PSR feature. Note some the BVH meshes specifically alpha testing for leaves is not setup yet
January 4, 2026 at 10:02 AM
For those looking forward to spatial splits in tiny_bvh.h: This has now been added, version has been bumped to 0.5.0.
Spatial splits significantly reduce the cost of ray queries in a BVH (by about 25%).
An SBVH can still be optimized further with the BVH-post-optimizer.
github.com/jbikker/tiny...
GitHub - jbikker/tinybvh: Single-header BVH construction and traversal library.
Single-header BVH construction and traversal library. - jbikker/tinybvh
github.com
November 11, 2024 at 11:51 AM