[Ray Tracing] How do you handle rapidly changing scene with high efficiency?

My GLTF_renderer example described here https://forums.developer.nvidia.com/t/optix-advanced-samples-on-github/48410/16 supports SRT rigid body animations, morphing, and skinning now.

The SRT animations only require updates to the top-level IAS instance matrices.
Morphing and skinning also require updates to the affected GAS.

The AS building happens inside the two functions buildDeviceMeshAccel and buildInstanceAccel
both functions pick the build flags and operation depending on the rebuild and animation state.
Non-animated AS are built for better tracing performance and compaction, animated AS prefer fast build performance and no compaction. It’s not rebuilding in regular intervals.

For the amount of work which happens during the morphing and skinning operations which are currently still handled in a single CPU thread, it’s working pretty well.
Those calculations would become a lot faster when moving the morphing and skinning calculations onto the GPU, which is on my todo list.
Unfortunately due to CMake bugs, that requires to separate the application into its own standalone solution which requires some administrative changes to the example framework.