rtcCommitScene(3)
π rtcCommitScene(3) π
okay bestie, welcome to the Embree Ray Tracing Kernels 3 manual page for rtcCommitScene β and yes, this one is a big deal, she's the glow-up button for your whole scene π
β¨ NAME β¨
rtcCommitScene β commits scene changes (aka: the moment your scene finally gets its life together π«Ά)
πΈ SYNOPSIS πΈ
#include <embree3/rtcore.h>
void rtcCommitScene(RTCScene scene);
π¦ DESCRIPTION π¦
So, the tea: rtcCommitScene commits all the changes for the specified scene (that's the scene argument, bestie π). Internally it triggers the building of a spatial acceleration structure for the scene, using all available worker threads. And here's the rule: ray queries can be performed only after committing all scene changes. No commit, no queries. Periodt. π
Now if your app uses TBB 2019 Update 9 or later for parallelization of rendering, then lazy scene construction during rendering is supported by rtcCommitScene. That means rtcCommitScene can get called from multiple TBB worker threads concurrently for the same scene π±. When that happens, rtcCommitScene will internally isolate the scene construction using a tbb::isolated_task_group. The alternative approach β using rtcJoinCommitScene, which uses a tbb:task_arena internally β is not recommended due to its high runtime overhead. iykyk π§
π¨ REAL TALK, DO NOT SKIP THIS π¨ If scene geometries get modified, or attached, or detached, the rtcCommitScene call must be invoked before performing any further ray queries for the scene β otherwise the effect of the ray query is undefined. The modification of a geometry, committing the scene, and tracing of rays must always happen sequentially, and never at the same time. Any API call that sets a property of the scene or of geometries contained in the scene counts as a scene modification β e.g. including setting of intersection filter functions. like pls don't do them simultaneously, it's giving chaos energy π
The kind of acceleration structure that gets built can be influenced using scene flags (see rtcSetSceneFlags), and the quality can be specified using the rtcSetSceneBuildQuality function. Customization, bestie! π
And a lil heads-up: Embree silently ignores primitives during spatial acceleration structure construction that would cause numerical issues β e.g. primitives containing NaNs, INFs, or values greater than 1.844E18f (as no reasonable calculations can be performed with such values without causing overflows). So if a primitive ghosted your scene, that might be why π»
π EXIT STATUS π
On failure an error code is set that can be queried using rtcGetDeviceError. so if something's off, that's where the receipts live π§Ύ
π SEE ALSO π
- [
rtcJoinCommitScene]
and that's the whole page, bestie π this one came straight out of the Embree Ray Tracing Kernels 3 docs β rtcCommitScene(3), committed, built, and absolutely slaying. go commit ur scene and go off β¨ππ
π¦ where this page comes from
- epel 9: embree 3.13.5-4.el9 Β· Apache-2.0
- fedora 43: embree3 3.13.5-9.fc41 Β· Apache-2.0
- fedora 44: embree3 3.13.5-16.fc44 Β· Apache-2.0
- π girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms