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@@ -72,7 +72,7 @@ struct BVHNode {
### Construction (CPU)
-Since the scene is small (< 100 objects) and dynamic, we will **rebuild** the BVH from scratch every frame. This avoids the complexity of refitting and balancing.
+Since the scene is small (< 100 objects) and dynamic, we will **rebuild** the BVH from scratch every frame on the CPU. This avoids the complexity of refitting and balancing. The BVH is purely a spatial acceleration structure and does not contain physics logic (velocity, mass, etc.), allowing it to be used for both rendering (GPU) and physics (CPU).
**Algorithm: Recursive Midpoint Split**
1. **Calculate Centroids**: Compute the center of the AABB for all active objects.