POV-Ray : Newsgroups : povray.unofficial.patches : BSP tree bounding patch : Re: BSP tree bounding patch Server Time
28 Sep 2024 16:49:16 EDT (-0400)
  Re: BSP tree bounding patch  
From: George Pantazopoulos
Date: 27 Nov 2003 22:07:35
Message: <oprzbu2tu4u942mt@news.povray.org>
Andrew, I can't try out your patch because Im getting all kinds of make 
errors after applying your diffs (exactly as shown in your README). Could 
you please post the actual source files?

Thanks,
George



> Hello all,
>
> I've been thinking about writing a patch for some time, but only in the 
> past
> month have I taken some time to do the research and put one together.  
> What
> I've implemented is a BSP tree data structure that can be used in place 
> of
> the bounding volumes/light buffer/vista buffer to improve raytracing
> performance.  The premise is that for scenes with many objects, a lot of
> time is spent sorting the bounding box intersections from front to back,
> and intersecting bounding boxes that may later be discarded.  With a
> spatial subdivision like a BSP tree that partitions *space* instead of
> *objects*, there is no need for a sort on the length of the ray, as the
> space can be efficiently traversed in order, and few additional bounding
> box intersections are required than those in front of the final object
> intersection.
>
> I've put together the patch as a set of diffs (following the example of 
> the
> previous patch posted here).  The patch can be found at
> http://povplace.addr.com/bsppov.tar.gz
>
> Since many people will not be able to make heads or tails of what to do 
> with
> (the diffs), I am working on a Windows binary.
>
> There is some more information about the performance improvements on 
> scenes
> included with POV-Ray in the README file in the package.  In general, the
> patch produces the largest performance gain on scenes with large numbers 
> of
> simple-to-intersect objects (as high as 70% improvement).  I have not
> observed a scene that renders slower with the new data structure.
>
> There is still lots of room for optimization for the patch, and I am 
> working
> on having it work on objects with some internal structure like meshes.
>
> Andrew Clinton
>
>



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