[Enhancement] Bounding Volume Heirarchy/Clustering for rendering optimization #46
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For very large scenes, we'll want to pre-compute a BVH cluster tree for complex objects which can be used for culling. This is roughly how Unreal Engine's Nanite is possible. Here is a video lecture that explains att a high level how nanite works, going over concepts like clustering: https://youtu.be/RRKCqmctxLs?list=PL5sTHXdX47khWTnbQk6nKSj2LqlaGYlE-
This code will be useful for eventually implementing things like a nanite-like system for ultra-high detail models, and raytracing.
[Enhancement] Bounding Volume Heirarchy/Clustering for geometry optimizationto [Enhancement] Bounding Volume Heirarchy/Clustering for rendering optimization