Comment by reactordev

3 days ago

Only if you have more than 1 bounce. Otherwise it’s the same. You’ll cast a ray and get a result.

No, searching the set of triangles in the scene to find an intersection takes non-constant time.

  • I believe with an existing BVH acceleration structure, the average case time complexity is O(log n) for n triangles. So not constant, but logarithmic. Though for animated geometry the BVH needs to be rebuilt for each frame, which might be significantly more expensive depending on the time complexity of BVH builds.