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> Culling is of little use for ray-tracing, it is a typical scanline render
> acceleration technique.
>
I was talking about culling as a technique to keep the mesh include file
small. Because if you have a 100 million triangle mesh of a planet but
only see 5% of them, you can try and do viewport culling -- otherwise
the mesh will not fit into memory.
>And I am sure somebody has already invented a method for fitting huge
>meshes such that they can be used by ray-tracing
>
What about 1 byte per triangle?
It only works for planets with 2 byte height info with the height
info being the height difference to a sphere surface.
If I have time, maybe I'll implement that.
The general problem is that each vertex uses up at least 3*4 bytes.
The only way I could imagine saving space is a better triangle-to-vertex
mapping.
Or, in-memory compression...
Yes, one could do in-memory compression when using a hierarchy.
It will probably even be faster than using swap memory for the mesh.
Wolfgang
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