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Re:Ray-Strips: A Compact Mesh Representation for Interactive... by gmueckl on Tuesday May 07, 2019 @09:58AM (#19849340)
Most systems that I am aware of use a plain BVH. Memory requirements for the acceleration structure are not that much of a concern in most cases. Memory hogs typically are (in descending order) volumetric data (smoke/fire/...), textures and only then geometry. And because a BVH leaf node typically contains a few triangles, the BVH itself is always smaller than the geometry data.

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