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Geometry Query Engine (GQE) #127
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coreThe issue is related to the Core library.The issue is related to the Core library.enhancementNew feature or requestNew feature or requestmeshphysicsrenderingRendering related issues / questionsRendering related issues / questionswipwork in progresswork in progress
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coreThe issue is related to the Core library.The issue is related to the Core library.enhancementNew feature or requestNew feature or requestmeshphysicsrenderingRendering related issues / questionsRendering related issues / questionswipwork in progresswork in progress
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The basic idea of te GQE is to enable a ray tracing for multiple query sources to save computations. An ideal GQE would be initializes whenever the developer needs it and other systems are informed that it has been initialized and then add a subscriber for events like ray hit etc.
A query source may be a:
What an engine like this enables us to do (notes from AI):
NOTE: We might want to build out #13 first and expand the system to support things like #17.
Extra: Can we do the ray calculation on the GPU and pass the results to the CPU? Are there significant time losse with data transfer like this?
Research: BVH, DXR / VKRT / MetalRT
TODO:
Further reading:
https://github.com/JustGoscha/ray-tracing-audio
https://lese.io/blog/how-raytraced-audio-works-for-reverb/
https://www.audiokinetic.com/en/public-library/2025.1.4_9062/?source=SDK&id=raytracing_geometry_guide.html
https://www.patreon.com/posts/raytraced-audio-125968537