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Re:Porting a Ray Tracer to Rust, Part 1 by Twinklebear on Wednesday December 31, 2014 @01:48PM (#8820521)
Right, the instances go into a scene level acceleration structure and for each triangle mesh we build an object level acceleration structure on the triangles. I was planning to do something like a BVH<T: Geometry> so then I don't need a separate BVH type for instances and triangles, since Instance implements the Geometry trait. I'm not sure if there's a better alternative that would help get around the DifferentialGeometry issue since in this case the instance members of geometry types (Spheres, Triangles) and Instances must have the same signature.

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