~ | TopLevelBVH

This commit is contained in:
RedShip
2025-01-22 19:33:18 +01:00
parent 594903029f
commit cd65cff03f
10 changed files with 305 additions and 115 deletions

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@ -6,7 +6,7 @@
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/12/23 18:30:18 by ycontre #+# #+# */
/* Updated: 2025/01/19 18:46:38 by ycontre ### ########.fr */
/* Updated: 2025/01/22 19:20:09 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */
@ -96,6 +96,20 @@ struct GPUBvhData
int triangle_start_index;
};
struct GPUTopBvh
{
alignas(16) glm::vec3 min;
alignas(16) glm::vec3 max;
int left_index;
int right_index;
int is_leaf;
int first_bvh_data;
int bvh_data_count;
};
class Sphere;
class Camera;
@ -120,6 +134,7 @@ class Scene
std::vector<GPUMaterial> &getMaterialData();
std::vector<GPUTopBvh> &getTopBvh();
std::vector<GPUBvhData> &getBvhData();
std::vector<GPUBvh> &getBvh();
@ -130,6 +145,7 @@ class Scene
GPUMaterial getMaterial(int material_index);
private:
std::vector<GPUTopBvh> _gpu_top_bvh;
std::vector<GPUBvhData> _gpu_bvh_data;
std::vector<GPUBvh> _gpu_bvh;

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@ -29,14 +29,16 @@ class TopBVH
float evaluateSah(std::vector<GPUBvhData> &bvhs_data, std::vector<GPUBvh> &bvhs, int axis, float pos);
// int getSize();
int getSize();
// int getLeaves();
// void flatten(std::vector<GPUTopBVH> &TopBVHs, int &currentIndex);
// GPUTopBVH toGPUTopBVH();
// void flatten(std::vector<GPUTopBvh> &TopBVHs, int &currentIndex);
// GPUTopBvh toGPUTopBvh();
std::vector<GPUTopBvh> getGPUTopBvhs();
void flatten(std::vector<GPUTopBvh> &top_bvhs, int &currentIndex);
// const AABB &getAABB() const;
// std::vector<GPUTopBVH> getGPUTopBVHs();
// std::vector<GPUTopBvh> getGPUTopBvhs();
private:

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@ -67,6 +67,24 @@ layout(std430, binding = 2) buffer TriangleBuffer
GPUTriangle triangles[];
};
struct GPUTopBvh
{
vec3 min;
vec3 max;
int left_index;
int right_index;
int is_leaf;
int first_bvh;
int bvh_count;
};
layout(std430, binding = 3) buffer TopBvhBuffer
{
GPUTopBvh TopBvh[];
};
struct GPUBvhData
{
mat4 transform;
@ -76,7 +94,7 @@ struct GPUBvhData
int bvh_start_index;
int triangle_start_index;
};
layout(std430, binding = 3) buffer BvhDataBuffer
layout(std430, binding = 4) buffer BvhDataBuffer
{
GPUBvhData BvhData[];
};
@ -94,7 +112,7 @@ struct GPUBvh
int first_primitive;
int primitive_count;
};
layout(std430, binding = 4) buffer BvhBuffer
layout(std430, binding = 5) buffer BvhBuffer
{
GPUBvh Bvh[];
};
@ -174,10 +192,12 @@ hitInfo traceBVH(Ray ray, GPUBvhData bvh_data, inout Stats stats)
if (intersectTriangle(ray, obj, temp_hit) && temp_hit.t < hit.t)
{
hit.t = temp_hit.t;
hit.normal = temp_hit.normal;
hit.last_t = temp_hit.last_t;
hit.obj_index = bvh_data.triangle_start_index + node.first_primitive + i;
hit.mat_index = obj.mat_index;
hit.position = temp_hit.position;
hit.normal = temp_hit.normal;
}
stats.triangle_count++;
}
}
else
@ -191,10 +211,8 @@ hitInfo traceBVH(Ray ray, GPUBvhData bvh_data, inout Stats stats)
left_hit.t = 1e30;
right_hit.t = 1e30;
stats.box_count += 2;
bool left_bool = intersectRayBVH(ray, left_node, left_hit);
bool right_bool = intersectRayBVH(ray, right_node, right_hit);
bool left_bool = intersectRayBVH(ray, left_node.min, left_node.max, left_hit);
bool right_bool = intersectRayBVH(ray, right_node.min, left_node.max, right_hit);
if (left_hit.t > right_hit.t)
{
@ -212,37 +230,102 @@ hitInfo traceBVH(Ray ray, GPUBvhData bvh_data, inout Stats stats)
return (hit);
}
hitInfo traverseBVHs(Ray ray, inout Stats stats)
hitInfo traverseBVHs(Ray ray, GPUBvhData bvh_data, inout Stats stats)
{
hitInfo hit;
hitInfo hit;
hit.t = 1e30;
hit.obj_index = -1;
for (int i = 0; i < u_bvhNum; i++)
{
GPUBvhData bvh_data = BvhData[i];
mat3 transformMatrix = mat3(bvh_data.transform);
mat3 inverseTransformMatrix = inverse(transformMatrix);
mat3 transformMatrix = mat3(bvh_data.transform);
mat3 inverseTransformMatrix = inverse(transformMatrix);
Ray transformedRay;
transformedRay.direction = normalize(transformMatrix * ray.direction);
transformedRay.origin = transformMatrix * (ray.origin - bvh_data.offset);
transformedRay.inv_direction = (1. / transformedRay.direction);
hitInfo temp_hit = traceBVH(transformedRay, BvhData[i], stats);
Ray transformedRay;
transformedRay.direction = normalize(transformMatrix * ray.direction);
transformedRay.origin = transformMatrix * (ray.origin - bvh_data.offset);
transformedRay.inv_direction = (1. / transformedRay.direction);
hit = traceBVH(transformedRay, bvh_data, stats);
temp_hit.t = temp_hit.t / bvh_data.scale;
if (temp_hit.t < hit.t)
if (hit.obj_index == -1)
return (hit);
hit.t = hit.t / bvh_data.scale;
hit.last_t = hit.last_t / bvh_data.scale;
hit.obj_index = hit.obj_index;
hit.mat_index = hit.mat_index;
hit.position = inverseTransformMatrix * hit.position + bvh_data.offset;
hit.normal = normalize(inverseTransformMatrix * hit.normal);
return (hit);
}
hitInfo traceTopBVH(Ray ray, inout Stats stats)
{
hitInfo hit;
hitInfo hit_bvh;
hit.t = 1e30;
hit.obj_index = -1;
int stack[32];
int stack_ptr = 0;
stack[0] = 0;
while (stack_ptr >= 0)
{
int current_index = stack[stack_ptr--];
GPUTopBvh node = TopBvh[current_index];
if (node.is_leaf != 0)
{
hit.t = temp_hit.t;
hit.obj_index = temp_hit.obj_index;
hit.normal = normalize(inverseTransformMatrix * temp_hit.normal);
for (int i = 0; i < node.bvh_count; i++)
{
GPUBvhData bvh_data = BvhData[node.first_bvh + i];
hitInfo temp_hit = traverseBVHs(ray, bvh_data, stats);
if (temp_hit.obj_index != -1 && temp_hit.t < hit.t)
{
hit.t = temp_hit.t;
hit.last_t = temp_hit.last_t;
hit.obj_index = temp_hit.obj_index;
hit.mat_index = temp_hit.mat_index;
hit.position = temp_hit.position;
hit.normal = temp_hit.normal;
}
}
}
}
else
{
GPUTopBvh left_node = TopBvh[node.left_index];
GPUTopBvh right_node = TopBvh[node.right_index];
hitInfo left_hit;
hitInfo right_hit;
left_hit.t = 1e30;
right_hit.t = 1e30;
stats.box_count += 2;
bool left_bool = intersectRayBVH(ray, left_node.min, left_node.max, left_hit);
bool right_bool = intersectRayBVH(ray, right_node.min, right_node.max, right_hit);
if (left_hit.t > right_hit.t)
{
if (left_hit.t < hit.t && left_bool) stack[++stack_ptr] = node.left_index;
if (right_hit.t < hit.t && right_bool) stack[++stack_ptr] = node.right_index;
}
else
{
if (right_hit.t < hit.t && right_bool) stack[++stack_ptr] = node.right_index;
if (left_hit.t < hit.t && left_bool) stack[++stack_ptr] = node.left_index;
}
}
}
return (hit);
}
@ -263,7 +346,7 @@ vec3 debugColor(vec2 uv)
Ray ray = initRay(uv);
Stats stats = Stats(0, 0);
hitInfo hit = traverseBVHs(ray, stats);
hitInfo hit = traceTopBVH(ray, stats);
float box_display = float(stats.box_count) / float(debug.box_treshold);
float triangle_display = float(stats.triangle_count) / float(debug.triangle_treshold);

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@ -225,12 +225,12 @@ bool intersect(Ray ray, GPUObject obj, out hitInfo hit)
}
bool intersectRayBVH(Ray ray, GPUBvh node, inout hitInfo hit)
bool intersectRayBVH(Ray ray, vec3 min_pos, vec3 max_pos, inout hitInfo hit)
{
// vec3 inv_direction = 1.0 / ray.direction;
vec3 t1 = (node.min - ray.origin) * ray.inv_direction;
vec3 t2 = (node.max - ray.origin) * ray.inv_direction;
vec3 t1 = (min_pos - ray.origin) * ray.inv_direction;
vec3 t2 = (max_pos - ray.origin) * ray.inv_direction;
vec3 tMin = min(t1, t2);
vec3 tMax = max(t1, t2);

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@ -99,8 +99,8 @@ hitInfo traceBVH(Ray ray, GPUBvhData bvh_data)
left_hit.t = 1e30;
right_hit.t = 1e30;
bool left_bool = intersectRayBVH(ray, left_node, left_hit);
bool right_bool = intersectRayBVH(ray, right_node, right_hit);
bool left_bool = intersectRayBVH(ray, left_node.min, left_node.max, left_hit);
bool right_bool = intersectRayBVH(ray, right_node.min, left_node.max, right_hit);
if (left_hit.t > right_hit.t)
{
@ -118,70 +118,97 @@ hitInfo traceBVH(Ray ray, GPUBvhData bvh_data)
return (hit);
}
// hitInfo traverseBVHs(Ray ray)
// {
// hitInfo hit;
// hit.t = 1e30;
// hit.obj_index = -1;
// for (int i = 0; i < u_bvhNum; i++)
// {
// GPUBvhData bvh_data = BvhData[i];
// ray.origin -= bvh_data.offset;
// hitInfo temp_hit = traceBVH(ray, bvh_data);
// if (temp_hit.t < hit.t)
// {
// hit.t = temp_hit.t;
// hit.last_t = temp_hit.last_t;
// hit.obj_index = temp_hit.obj_index;
// hit.mat_index = temp_hit.mat_index;
// hit.position = temp_hit.position;
// hit.normal = temp_hit.normal;
// }
// ray.origin += bvh_data.offset;
// }
// return (hit);
// }
hitInfo traverseBVHs(Ray ray)
hitInfo traverseBVHs(Ray ray, GPUBvhData bvh_data)
{
hitInfo hit;
hit.t = 1e30;
hit.obj_index = -1;
for (int i = 0; i < u_bvhNum; i++)
{
GPUBvhData bvh_data = BvhData[i];
mat3 transformMatrix = mat3(bvh_data.transform);
mat3 inverseTransformMatrix = inverse(transformMatrix);
mat3 transformMatrix = mat3(bvh_data.transform);
mat3 inverseTransformMatrix = inverse(transformMatrix);
Ray transformedRay;
transformedRay.direction = normalize(transformMatrix * ray.direction);
transformedRay.origin = transformMatrix * (ray.origin - bvh_data.offset);
transformedRay.inv_direction = (1. / transformedRay.direction);
hitInfo temp_hit = traceBVH(transformedRay, BvhData[i]);
Ray transformedRay;
transformedRay.direction = normalize(transformMatrix * ray.direction);
transformedRay.origin = transformMatrix * (ray.origin - bvh_data.offset);
transformedRay.inv_direction = (1. / transformedRay.direction);
hit = traceBVH(transformedRay, BvhData[i]);
temp_hit.t = temp_hit.t / bvh_data.scale;
if (hit.obj_index == -1)
return (hit);
if (temp_hit.t < hit.t)
hit.t = hit.t / bvh_data.scale;
hit.last_t = hit.last_t / bvh_data.scale;
hit.obj_index = hit.obj_index;
hit.mat_index = hit.mat_index;
hit.position = inverseTransformMatrix * hit.position + bvh_data.offset;
hit.normal = normalize(inverseTransformMatrix * hit.normal);
return (hit);
}
hitInfo traceTopBVH(Ray ray)
{
hitInfo hit;
hitInfo hit_bvh;
hit.t = 1e30;
hit.obj_index = -1;
int stack[32];
int stack_ptr = 0;
stack[0] = 0;
while (stack_ptr >= 0)
{
int current_index = stack[stack_ptr--];
GPUTopBvh node = TopBvh[current_index];
if (node.is_leaf != 0)
{
hit.t = temp_hit.t;
hit.last_t = temp_hit.last_t / bvh_data.scale;
hit.obj_index = temp_hit.obj_index;
hit.mat_index = temp_hit.mat_index;
hit.position = inverseTransformMatrix * temp_hit.position + bvh_data.offset;
hit.normal = normalize(inverseTransformMatrix * temp_hit.normal);
for (int i = 0; i < node.bvh_count; i++)
{
GPUBvhData bvh_data = bvh_data[node.first_bvh + i];
hitInfo temp_hit = traverseBVHs(ray, bvh_data);
if (temp_hit.obj_index != -1 && temp_hit.t < hit.t)
{
hit.t = temp_hit.t;
hit.last_t = temp_hit.last_t;
hit.obj_index = bvh_data.triangle_start_index + node.first_primitive + i;
hit.mat_index = obj.mat_index;
hit.position = temp_hit.position;
hit.normal = temp_hit.normal;
}
}
}
}
else
{
GPUTopBvh left_node = TopBvh[node.left_index];
GPUTopBvh right_node = TopBvh[node.right_index];
hitInfo left_hit;
hitInfo right_hit;
left_hit.t = 1e30;
right_hit.t = 1e30;
bool left_bool = intersectRayBVH(ray, left_node.min, left_node.max, left_hit);
bool right_bool = intersectRayBVH(ray, right_node.min, left_mode.max, right_hit);
if (left_hit.t > right_hit.t)
{
if (left_hit.t < hit.t && left_bool) stack[++stack_ptr] = node.left_index;
if (right_hit.t < hit.t && right_bool) stack[++stack_ptr] = node.right_index;
}
else
{
if (right_hit.t < hit.t && right_bool) stack[++stack_ptr] = node.right_index;
if (left_hit.t < hit.t && left_bool) stack[++stack_ptr] = node.left_index;
}
}
}
return (hit);
}
@ -193,7 +220,7 @@ hitInfo traceRay(Ray ray)
for (int i = 0; i < 10; i++) // portal ray
{
hitBVH = traverseBVHs(ray);
hitBVH = traceTopBVH(ray);
hitScene = traceScene(ray);
hit = hitBVH.t < hitScene.t ? hitBVH : hitScene;

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@ -6,7 +6,7 @@
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/09/27 14:51:49 by TheRed #+# #+# */
/* Updated: 2025/01/20 18:55:25 by ycontre ### ########.fr */
/* Updated: 2025/01/22 18:45:48 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */
@ -30,6 +30,7 @@ int main(int argc, char **argv)
const std::vector<GPUTriangle> &triangle_data = scene.getTriangleData();
const std::vector<GPUBvh> &bvh_nodes = scene.getBvh();
const std::vector<GPUBvhData> &bvh_data = scene.getBvhData();
const std::vector<GPUTopBvh> &top_bvh = scene.getTopBvh();
const std::vector<GPUMaterial> &material_data = scene.getMaterialData();
std::cout << "Sending " << object_data.size() << " objects for " << \
@ -51,29 +52,35 @@ int main(int argc, char **argv)
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUTriangle) * triangle_data.size(), triangle_data.data(), GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, trianglesSSBO);
GLuint bvh_nodesSSBO;
glGenBuffers(1, &bvh_nodesSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, bvh_nodesSSBO);
GLuint top_bvhSSBO;
glGenBuffers(1, &top_bvhSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, top_bvhSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUTopBvh) * top_bvh.size(), top_bvh.data(), GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, top_bvhSSBO);
GLuint bvh_dataSSBO;
glGenBuffers(1, &bvh_dataSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, bvh_dataSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUBvhData) * bvh_data.size(), bvh_data.data(), GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, bvh_nodesSSBO);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, bvh_dataSSBO);
GLuint bvhSSBO;
glGenBuffers(1, &bvhSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, bvhSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUBvh) * bvh_nodes.size(), bvh_nodes.data(), GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, bvhSSBO);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, bvhSSBO);
GLuint materialSSBO;
glGenBuffers(1, &materialSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, materialSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUMaterial) * material_data.size(), nullptr, GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, materialSSBO);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, materialSSBO);
GLuint lightSSBO;
glGenBuffers(1, &lightSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, lightSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, scene.getGPULights().size() * sizeof(int), nullptr, GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, lightSSBO);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 7, lightSSBO);
GLuint cameraUBO;

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@ -6,7 +6,7 @@
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/01/16 21:48:48 by TheRed #+# #+# */
/* Updated: 2025/01/19 18:30:27 by ycontre ### ########.fr */
/* Updated: 2025/01/22 19:23:38 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */

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@ -6,7 +6,7 @@
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/12/23 18:29:41 by ycontre #+# #+# */
/* Updated: 2025/01/21 14:45:04 by tomoron ### ########.fr */
/* Updated: 2025/01/22 19:17:21 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */
@ -59,7 +59,7 @@ bool Scene::parseScene(char *name)
file.close();
TopBVH *top_bvh = new TopBVH(_gpu_bvh_data, _gpu_bvh, 0, _gpu_bvh_data.size());
(void) top_bvh;
_gpu_top_bvh = top_bvh->getGPUTopBvhs();
std::cout << "Parsing done" << std::endl;
@ -252,7 +252,12 @@ GPUDebug &Scene::getDebug()
return (_gpu_debug);
}
std::vector<GPUBvhData> &Scene::getBvhData()
std::vector<GPUTopBvh> &Scene::getTopBvh()
{
return (_gpu_top_bvh);
}
std::vector<GPUBvhData> &Scene::getBvhData()
{
return (_gpu_bvh_data);
}

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@ -6,7 +6,7 @@
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/12/26 21:43:51 by TheRed #+# #+# */
/* Updated: 2025/01/21 15:57:42 by tomoron ### ########.fr */
/* Updated: 2025/01/22 17:50:36 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */

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@ -1,12 +1,12 @@
/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* TopBvh.cpp :+: :+: :+: */
/* TopBVH.cpp :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: TheRed <TheRed@students.42.fr> +#+ +:+ +#+ */
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/01/21 21:46:45 by TheRed #+# #+# */
/* Updated: 2025/01/21 21:46:45 by TheRed ### ########.fr */
/* Updated: 2025/01/22 19:32:43 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */
@ -54,8 +54,8 @@ float TopBVH::evaluateSah(std::vector<GPUBvhData> &bvhs_data, std::vector<GPUBvh
GPUBvhData bvh_data = bvhs_data[_first_bvh + i];
GPUBvh bvh_root = bvhs[bvh_data.bvh_start_index];
glm::vec3 min = bvh_root.min - bvh_data.offset;
glm::vec3 max = bvh_root.max - bvh_data.offset;
glm::vec3 min = bvh_root.min + bvh_data.offset;
glm::vec3 max = bvh_root.max + bvh_data.offset;
if (min[axis] < pos)
{
@ -117,8 +117,8 @@ void TopBVH::subdivide(std::vector<GPUBvhData> &bvhs_data, std::vector<GPUBvh> &
{
GPUBvhData bvh_data = bvhs_data[i];
GPUBvh root = bvhs[bvh_data.bvh_start_index];
glm::vec3 min = root.min - bvh_data.offset;
glm::vec3 max = root.max - bvh_data.offset;
glm::vec3 min = root.min + bvh_data.offset;
glm::vec3 max = root.max + bvh_data.offset;
glm::vec3 centroid = (min + max) * 0.5f;
if (centroid[axis] < split_pos)
@ -141,4 +141,54 @@ void TopBVH::subdivide(std::vector<GPUBvhData> &bvhs_data, std::vector<GPUBvh> &
_right = new TopBVH(bvhs_data, bvhs, i, _bvh_count - left_count);
_bvh_count = 0;
}
int TopBVH::getSize()
{
int count = 0;
if (_is_leaf)
return (0);
count += 1 + _left->getSize();
count += 1 + _right->getSize();
return (count);
}
void TopBVH::flatten(std::vector<GPUTopBvh> &top_bvhs, int &currentIndex)
{
GPUTopBvh self_top_bvh;
self_top_bvh.is_leaf = _is_leaf;
self_top_bvh.first_bvh_data = _first_bvh;
self_top_bvh.bvh_data_count = _bvh_count;
self_top_bvh.max = _aabb.max;
self_top_bvh.min = _aabb.min;
int self_index = currentIndex++;
self_top_bvh.left_index = -1;
self_top_bvh.right_index = -1;
if (!_is_leaf)
{
self_top_bvh.left_index = currentIndex;
_left->flatten(top_bvhs, currentIndex);
self_top_bvh.right_index = currentIndex;
_right->flatten(top_bvhs, currentIndex);
}
top_bvhs[self_index] = self_top_bvh;
}
std::vector<GPUTopBvh> TopBVH::getGPUTopBvhs()
{
std::vector<GPUTopBvh> bvhs(getSize() + 1);
int currentIndex = 0;
flatten(bvhs, currentIndex);
return (bvhs);
}