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David Buck <dav### [at] simberon com> wrote:
> On 2026-03-27 11:51 a.m., Bald Eagle wrote:
> > Were there things that you've always wanted to implement, but never did?
>
> I thought it would be interesting to add octree subdivision to the
> raytracer. The main raytrace loop goes:
>
> For each ray
> For each object in the scene
> If the ray intersects the object
> Collect the intersection point
> End
> End
>
> Find the closest intersection point and calculate the lighting
>
> With an octree, you divide the space into large cubes and subdivide
> those cubes that contain something. The algorithm, then, becomes
>
> For each ray
> Traverse empty cubes until you find a non-empty one
> Calculate intersections with the small number of objects in
> that cube.
>
> I always thought that it would dramatically speed up the rendering by
> eliminating the vast majority of the ray/object intersection calculations.
Does that mean the BSP and BVH are currently not doing this? that would be a
major bottleneck! (or did you mean you wish you had implemented it yourself?)
https://www.povray.org/documentation/3.7.0/r3_2.html#r3_2_8_6
THANKS for all of this of course ! :-) (we all hope that when you retire you get
back to more poving!)
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