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Severi Salminen wrote:
> 4. Some kind of bounding box hierarchy acceleration system is needed.
Yeah, that's one of the biggest problems in raytracing, and rendering
in general.
Making a simple raytracer is a piece of cake. Making one which is fast
even with hundreds of thousands of objects is a lot more laborious.
POV-Ray is a prime example of a raytracer which has bounding box
hierarchy optimizations: Render a simple scene with 10 spheres in a
home-made raytracer and with POV-Ray, and the render times may be
comparable. Render a scene with 100000 spheres with the home-made
raytracer and POV-Ray and the Sun will probably die before the former
gets the job done, while POV-Ray doesn't take significantly longer.
Btw, for a very good-quality and very fast RNG, you could also try
this: http://burtleburtle.net/bob/rand/isaacafa.html
It's horribly ugly C code. I have made a clean C++ implementation if
you are interested.
I measured the algorithm (compiled with g++ 4.1.2), and with my
computer (Pentium4 3.4GHz) it generated 150 million random numbers per
second. According to the author the randomness should be of very high
quality (cryptographically strong).
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