I am dealing with a problem in which I have to find closest hits of 100M rays with a static scene consisting 80M indexed triangles (will not use any shading or launch new rays from hits). The rays are coherent and shares same starting point and typically see not more than 150x60 quadrilaterals. My ray source will translate and rotate as the time goes. My initial plan before using OptiX was generating BVHs offline once for 50x30 quads and load the 3x3 roots around my ray source.
My questions are regarding how to handle a large indexed triangular meshes:
(1) Should I leave everything (80M triangles) to RTgeometrytriangles and not deal with partial ray source position based loading? (This will run on Titan V and my estimates indicate that memory requirement is around 1.5GB for BVH.)
(2) If I wish to store/load OptiX generated acceleration structures, will they get flagged as “dirty”? I am ok with loading 3 x 3 acceleration structures which are not marked dirty (each summarizes 50x30 quads) and finding the acceleration structure of those 9 on the go.
(3) For changing the position and attitude of ray source or use a loading scheme like in (2), do I need to destroy and create context for each change?
So sorry, if I am asking trivial things, I am learning OptiX from scratch as of now and I have only read upto 3.11 of the guide so far.