I have implemented simple kd-tree support for my renderer ssRay and it
already rocks! See the image attached. Now I can finally use more
interesting models and render complex scenes without unbearable
performance hit.
Now the kd-tree is build with idiotic spatial median subdivision (ie.
simply divide each node in half). That is stupid and I'll implement a
surface area heuristic cost model next. That should improve performance
considerably. But still, all looks pretty good so far!
I love this path tracing stuff :D
ssRay homepage:
http://www.saunalahti.fi/~sevesalm/ssRay/ssRay.php
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