Pierre Terdiman Profile picture
Jul 2, 2022 5 tweets 1 min read Read on X
I don't know which flavor of "dynamic meshes" you're talking about so let's go back to the basics and define some terms.

A MESH has vertices (GEOMETRY) and triangle indices (TOPOLOGY).

It can have a POSE (a.k.a. TRANSFORM) defining its position/rotation/scale in the world.
A STATIC MESH is one whose geometry, topology and pose are constant.

A DYNAMIC MESH is one whose geometry and topology are constant, but the pose varies over time.

This is similar to static / dynamic actors in physics engines.
A DEFORMABLE MESH is one whose geometry varies over time. The topology is constant. The pose can vary.

For lack of a better word, a PROCEDURAL MESH is one whose geometry AND topology can change over time. The pose can vary as well.
Typical soft bodies and cloth are deformable meshes, not "dynamic meshes".

Marching cubes are procedural meshes, not "dynamic meshes".

Rigid bodies with a mesh collision shape, e.g. using "pmaps" or SDFs, are dynamic meshes.

At least that's my nomenclature.
Why these distinctions matter:

- both static and dynamic meshes have a static BVH.

- deformable meshes have a dynamic BVH that can be "refit" (easy case).

- procedural meshes have a dynamic BVH that must be properly updated / rebuilt (hard case).

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More from @PierreTerdiman

Jun 8, 2023
That mention of radix sort reminds me of an anecdote.

Back in 1998 I was doing an internship at a small software company in Paris.

I was the lowest-level junior guy in the team - unpaid work, mandatory stuff for an engineering school.
The team was very small, just a few people. At some point one of the employees, who had an academic background (he was a "Dr") was struggling with a performance problem when sorting some data.

He was using a quick-sort.
I was coming from the demoscene, and I had never used a quick-sort in my life - I think I didn't even know the algorithm.

So I just said something like, "why not use a radix sort?"

The guy had never heard of it.
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