#bvh
bvh vmd
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December 23, 2025 at 8:18 PM
ここ数日の深夜の学びのコーナー。②
・AE有料プラグイン「BVH Importer」でAEに直接持っていくことも出来そうだがマニュアル少なめでvrmへのリマップ等不明な点あり
・Blender有料プラグイン「Auto Rig Pro」でリマップも出来そう。こっちのほうが情報多め。
December 21, 2025 at 6:15 PM
ここ数日の深夜の学びのコーナー。①
・mocopiはbvhまたはfbxでモーションデータを出力できる
・上記は骨格アニメーションデータのみ。キャラクターへのリマップが必要
December 21, 2025 at 6:13 PM
?

(Cette photo n’a pas été prise au BVH si c'est que tu voulais dire, sinon j’ai pas compris)
December 20, 2025 at 6:04 PM
I can do DS2/3 as I have reversed the Gbuffer passes and can build the BVH required. Elden Ring does have a BVH, I haven't looked at the information available in it. So it would be complex to implement it.
December 17, 2025 at 8:59 PM
WIP : Fixing temporal lags in shadow regions using confidence inputs when doing path traced local lights. Temporal gradients are computed by replaying the previous frame path in current bvh and comparing with previous stored inputs.
December 17, 2025 at 8:24 PM
As far as rt settings go, seitch 2 is looking like everything except rtxdi, and is medium or higher. I know for a fact the bvh detail is set to high on switch 2. It's kinda ridiculous.
December 17, 2025 at 6:33 PM
fun fact, if you use blank materials (nothing connected to the output) you see the BVH boxes cycles uses for optomisation
December 17, 2025 at 5:21 AM
BVH Quality: Beyond SBVH

#gamedevelopment #gamedev #indiedev
403 Forbidden
jacco.ompf2.com
December 16, 2025 at 5:01 PM
Posties been. Never had the Manual for it, might never need it, but nice to have just in case

Operation Manual for Sony BVH-3100

1” C Open Reel Video

Used in Broadcast & Pro Video Studios through most of the 80s.

Nearly all LaserDiscs were Mastered from 1” C

Will be having a tinker today
December 9, 2025 at 8:59 AM
Strictly speaking, the collision detection you're relying on for detection already does something similar, as there is a bounding volume hierarchy (BVH) used to optimize collision search. But it's different enough that without modifying internals, anticipating boundaries is tricky.
December 9, 2025 at 2:30 AM
BVH Quality: Beyond SBVH

#gamedev #indiedev #gamedevelopment
403 Forbidden
jacco.ompf2.com
December 8, 2025 at 2:11 PM
Implemented mixing Screenspace data with RT BVH world. After a ray hits, first check is Screen-space(Strict tolerances), then SHARC and if both miss it falls back to computing the full lighting, notice the reflections correctly have lighting in case of screen-space failures.
December 6, 2025 at 4:41 PM
📣 L’équipe du programme de recherche « Bibliothèques Virtuelles Humanistes » (BVH) du @cesrtours.bsky.social propose un stage de 4 mois.

✒️ Les missions visent notamment à permettre l’exploitation et la diffusion de sources anciennes.

Consultez l'offre de stage complète 👇
bvh.hypotheses.org/14509
December 3, 2025 at 3:17 PM
But now you’ve got a renewed appreciation/understanding for BVH, right?

At least that’s how I feel when I end up taking an unexplored wormhole straight to a place I’ve been before, intellectually.
December 2, 2025 at 4:10 PM
short form entertainment but it's only the BVH
December 2, 2025 at 12:06 AM
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
if your shader is really simple (ie. nothing plugged to the output) then you can see the ray intersections with the bounding volume hierarchy (BVH)
December 1, 2025 at 10:59 PM
WIP Async Compute(BVH Build with Skinning). To fully load the GPU. The path tracing is done at 1440p as well as the rendering. A bit complicated when mixed with DX11, but was able to save 0.5ms frame-time. As ideally Shadowmap passes can also be overlapped with other compute.
November 27, 2025 at 2:19 PM
Extremely cool - different application but reminds me of the Qualcomm paper from HPG this year about in-place/implicit BVH layout stuff, I wonder if you could reduce to a kind of "density" rather than discrete stars...
November 26, 2025 at 6:07 PM
I’ve been experimenting with a method of losslessly compressing using a BVH *as* the compressor and my early test showed a 40% reduction before a gzip, so it’s promising!
November 26, 2025 at 5:47 PM
…and BvH. 🤷‍♂️
November 26, 2025 at 3:25 PM
need to look into building a BVH out of a lot of tiny spheres again, do that with the sim points instead of the PLY files I did last time, some of these would be very cool to visualize as tiny glass balls jbaker.graphics/writings/ica...
November 26, 2025 at 7:36 AM
I push to GPU array of instances info including double3 pos. Every frame I fill bvh instances with float3 (camera relative) from global double3 pos buffer in compute shader and rebuild tlas relative to camera. I do it for all tlas bvhs. Also I do some work on CPU for other structures e.g. light tree
November 25, 2025 at 10:16 AM
BVHの構築とかもいろいろ工夫したやつに置き換えたいけど、置き換えるのが難しい組み込み方にされていたり。(もちろんそういうのを考慮するように指示していないから当たり前だが)
November 22, 2025 at 11:04 AM