a bvh (bounding volume hierarchy) is in acceleration structure for ray tracing.
this sink here will append the triangle data that is handed in to a global ray tracing bvh
by constructing a bottom level acceleration structure which will be combined globally with
all other bvh
modules you might have on a graph. input might come from an obj file via the i-obj
module.
note that it is not necessary to include an edge from here to any ray tracing nodes.
currently marking a bvh as static does not avoid re-running potential compute shaders on the input.
input
wire triangulated geometry here, say from an i-obj moduleanimate
determine whether this geometry is static or dynamic. static will only be built once and reused.