I'm looking for the proper acceleration structure to do ray-sphere intersection tests (in a game). the following conditions apply:
-there are arround 100 spheres and 100 rays to test against each other per frame
-the spheres move in each frame, so do the rays
-there can be rays/spheres added/removed in each frame (but most of them will be the same in between two frames, just moved slightly)
-whole thing is in 3D
a KD-Tree is very good for Ray intersection tests, but since the spheres move, i'd have to rebuild the KD-Tree in every frame, which is costly
an Oct-tree is easier to maintain, but very ineffective for ray intersection tests.
100 rays against 100 spheres doesn't seem to be much, but i'm coding on very low resources, so i'm looking for some acceleration for that
Anyone can give me some hints on that?