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Andrew Clinton wrote:
>
> The BSP tree replaces the combination hierarchy+vista+lightbuffer. There is
> really no need to try and speed it up with screen space hierarchies because
> the traversal is fast enough without them. In fact they might slow it
> down.
Well, this is indeed the question. It would be good if you could try
only replacing the scene bounding tree with your new method and leaving
the 2d buffers as they are. This would also make more sense in terms of
the existing options (since you can already turn vista buffers and light
buffers on or off.
>>I have my doubts a BSP tree would be more efficient for meshes than the
>>current octree but i can't say for sure.
>
>
> Are you sure that meshes use octree for acceleration? It seemed quite clear
> to me when I looked at the code that it is just using the functions in
> bbox.h to create a bounding box hierarchy for the triangles. In this case
> the BSP tree would give performance improvements comparable to the
> performance improvement in normal scenes I've tested, because triangles are
> simple to intersect. I do not know how it would compare with an octree.
To be honest i don't know how the mesh and scene bounding trees are
built but it is a bounding tree (simply because it shows an O(log(n))
performance :-)).
Christoph
--
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Last updated 25 Oct. 2003 _____./\/^>_*_<^\/\.______
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