- Acceleration structure
- A GPU search structure that finds what a ray hits without testing every triangle; driver-specific and opaque.
- BVH
- A tree of nested bounding boxes; a ray descends only into boxes it hits.
- BLAS
- Bottom-level acceleration structure: one Mesh's triangles, in the Mesh's own space.
- TLAS
- Top-level acceleration structure: entries that each place a BLAS by a transform.
- TLAS entry
- wgpu's
TlasInstance: a BLAS, a 3×4 row-major transform, 24 bits of custom data, an 8-bit mask.
- Instance
- One Renderable's data on the GPU, in its slot of the Instance buffer.
- Moving Instance
- An Instance whose entity carries its previous World transform; every other Instance is static.
- Static TLAS
- The TLAS over static Instances, built from the first Frame data and rebuilt when they change.
- Dynamic TLAS
- The TLAS of Moving Instances that #204 adds, rebuilt every frame, capped at 10,000.
- Anchor
- The integer coordinates of the 64 m grid cell that holds a World position.
- Load Anchor
- The corner of the camera's Anchor cell in the first Frame data; the static TLAS's origin in M3.
- Compaction
- Copying a built BLAS into a tighter allocation once its size is known.
- Scratch buffer
- Temporary GPU memory for a build, allocated inside each wgpu build call.
- Ray query
- A ray traced inline from an ordinary shader, which loops over its candidate hits itself.
- PREFER_FAST_TRACE
- A build hint that spends build time on faster tracing.
- Refit, rebuild
- Recomputing a tree's boxes in place, or building it again; wgpu-core 30 only rebuilds.
- Instance mask
- An 8-bit tag per entry; a hit counts only if it shares a bit with the ray's cull mask.
- instance_custom_data
- The 24-bit value an entry returns with a hit; here, the Instance slot.
- Capacity
- The slots a TLAS is created with; in wgpu 30 every rebuild walks them all.
- Estimate
- Bytes counted from figures measured once per backend, since wgpu 30 reports no size.
- Capability floor
- The GPU features and limits the engine requires to start; ray queries are among them.