[osg-users] Searcing for raytracer implementation based on OSG

Joachim E. Vollrath vollrath at vis.uni-stuttgart.de
Thu Oct 11 05:07:03 PDT 2007

Hi Adrian,

ok, I agree.

You said you built a kD-Tree on top of cow.osg. What exactly are you 
doing with the vertex/triangle arrays then?

How much overhead in terms of memory does this produce? Would this 
really scale for large scenes?



Adrian Egli wrote:
> Hi Joachim,
> i agree completely with the your point of view. but one important thing is,
> and only this part i am working on
> is the fact that we haven't an accelerated line intersection test
> implemented for triangle represented topology. $
> if we make use of the drive manipulator, we can drop in ver bad frame rates,
> and this isn't only a question of the rendering pipeline,
> if we have to check against collisions and so on, and if we use the line
> intersection test based on vertex array,
> which is the same as the rendering vertex are, then for a hudge amount of
> triangles we get really poor fps.
> and if we can speed up this intersection, may we will be able to boost many
> osg based applications, and this
> would be really interesting for many others in the community.
> /adegli

Joachim E. Vollrath
University of Stuttgart
Institute for Visualization and Interactive Systems (VIS)
web:   http://www.vis.uni-stuttgart.de/~vollrajm/
mail:  vollrath at vis.uni-stuttgart.de
phone: 49.711.7816.403
fax:   49.711.7816.340

german postal address:
Dipl. Inf. Joachim E. Vollrath
Universitaet Stuttgart, Institutsverbund Informatik
Institut fuer Visualisierung und Interaktive Systeme
Universitaetstrasse 38
70569 Stuttgart

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