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.
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.
Yeah, this search is O(log n) and can be hardware-accelerated, but there's no O(1) way to do this.
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