[osg-users] Searcing for raytracer implementation based on OSG
3dhelp at gmail.com
Wed Oct 10 23:24:38 PDT 2007
i can send the code tommorrow, then you can review it, test it
and my we can improve a new boosting algorthime for next
generation of OSG. How would look like your timetable, do you
feel like having some time left to work on the osg integration or
do you just like finish the master work?
what fps you have at the moment, how many tri-ray intersections
you have to calculate for a default scene?
2007/10/11, Jean-Sébastien Guay <jean-sebastien.guay at polymtl.ca>:
> Hello Adrian,
> > KD-Tree...[5804:100000]
> > KD-Tree Build Time = 0.078817s
> > + Nodes = 3437
> > + Leafs = 1719
> > Intersection Time = 2.00325s
> > Triangles Checks = 186
> > Intersection Time <osg> = 27.5296s
> > Total Bench Time: 29.6118s
> Your work is interesting, and I wonder if I could integrate it to what
> I'm doing... Is your code fit for release?
> Since Robert is taking a step back from OSG for a few weeks (see his
> post near the end of last week), I don't think this will get
> integrated to the core soon, but I would sure appreciate if I could
> use it on my local version of OSG for my Masters work. It would make
> my things run a lot faster!
> At the very least, getting someone to use it would get you a first
> review and therefore it would be a first step towards improving it for
> later inclusion.
> Thanks in advance, and good work,
> Jean-Sebastien Guay jean-sebastien.guay at polymtl.ca
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