This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.
GDC + VRDC 2019 Session Scheduler
View, browse and sort the ever-growing list of GDC sessions by pass type, track, format, and more! With Session Scheduler, create an account to build your own GDC schedule and access it anywhere, including on the GDC app, once live.
If you've registered for GDC, you can use the same login credentials. Adding a session to your schedule does not guarantee you a seat. Sessions do fill up, so please arrive early to sessions that you would like to attend.
Bounding volume hierarchies are used to accelerate ray casts, overlap queries, and closest point queries for large game worlds. Dynamic hierarchies allow objects to be created, destroyed, and moved while maintaining fast queries. Careful construction techniques can be used to avoid performance pitfalls that are common in procedurally generated game worlds.
This session demonstrates how to build a dynamic bounding volume hierarchy while optimizing for query speed.
Anyone interested in ray casting and large game worlds. Knowledge of basic data structures such as binary trees is assumed.