three-mesh-bvh
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A BVH implementation to speed up raycasting and enable spatial queries against three.js meshes.
It will make generating and managing subsections of the arrays more manageable. Related to #513
Hello gkjohnson, it's been a while :) #### Is your feature request related to a problem? Please describe. I'm trying to load a huge number of objects in a scene,...
- Add the ability to chain before / after clean up / prep calls to benchmark functions (without messing up the table structure - just indentation) - Adjust benchmark functions...
In Three v0.152.0 they introduced a raycast method on SkinnedMesh (see: https://github.com/mrdoob/three.js/pull/25791) This causes it to no longer inherit the three-mesh-bvh accelerated raycast added to Mesh. I changed my setup...
**Screenshots**  **Platform:** Any windows machine is the same result
https://developer.nvidia.com/blog/thinking-parallel-part-i-collision-detection-gpu/
- https://luebke.us/publications/eg09.pdf - https://developer.nvidia.com/blog/thinking-parallel-part-iii-tree-construction-gpu/ - https://research.nvidia.com/sites/default/files/pubs/2013-07_Fast-Parallel-Construction/karras2013hpg_paper.pdf - https://ingowald.blog/2022/04/20/parallel-bvh-construction/ - https://developer.nvidia.com/blog/thinking-parallel-part-i-collision-detection-gpu/ - https://gpuopen.com/download/publications/HPLOC.pdf *