> I think it's faster to test a ray-triangle intersection than a
> ray-any-other-object intersection.
> There may also be something about triangle meshes being better for
> octrees or something. I don't know.
I guess it's mainly the second. Just add a "hierarchy off" to
a big mesh and you will see a great saving of memory but a never-ending
rendering. Mesh are fast to render because the triangles are sorted and
the bounding-boxes put in a tree (octree ?). Unfortunately they are
also much longer to parse than an equivalent union of triangles. So
the question is: do we want to spend 15 minutes in parsing to get a
2 minutes rendering, or to get 5 minutes parsing and 10 for rendering ?
(numbers are completely random...)
*** Nicolas Calimet
*** http://pov4grasp.free.fr
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