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

Adrian Egli 3dhelp at gmail.com
Sun Oct 21 13:07:46 PDT 2007


Hi all.

have a look at this simple test i am working on.

/adegli

2007/10/14, Adrian Egli <3dhelp at gmail.com>:
>
> Hi all,
>
> i did a really first implementation of RayTracing with OSG to improve how
> fast my kdTree intersection test is. Check out the kdTree.tar and test it.
> (Are there someone who has time to integrate it into OSG core for boosting
> the Intersection Visitor ? )
>
> /adegli
>
> KD-Tree...[23348 Triangles:20 rays]
> KD-Tree Build Time      =       0.224797s
> ******** TEST 1 **** (KDTree / OSG Intersection Test)
> Intersection Time       =       0.000168s
> Rays                    =       1
> Nodes Checks            =       79
> Bounding Checks         =       122
> Triangles Checks        =       49
> Linehits                =       6
> Intersection Time <osg> =       0.018305s
> Linehits                =       6
>
> SpeedUp                 =       108.958 (FACTOR !, 20 rays)
>
> ******* TEST 2 *****
> Ray Trace Time          =       2.97638s
>
> Rays                    =       787307          (264K Rays/s)
> Nodes Checks            =       24939199
> Bounding Checks         =       49512447
> Triangles Checks        =       16703960
>
> Viewer...
>
> 2007/10/11, Adrian Egli <3dhelp at gmail.com >:
> >
> > Hi Joachim,
> >
> > isn't at all a stupid question, of course i have to care about this, but
> > i still thought about this issue,
> > may there a two possiblity, first i store the data still in a array and
> > just refere to them from kd-nodes,
> > or a link the kd-nodes, i we assume that only triangles are stored in
> > the leaves, then may we link juste the leaves.
> >
> > (a stupid idea: may we can "link them to a ring", then may we can order
> > them in depth, may not. i have to think about this,
> > but i we have a strategy to walk through depth sorted you will see a
> > next application of kd-tree (heuristically depth sorted) )
> >
> > /adegli
> >
> > 2007/10/11, Joachim E. Vollrath < vollrath at vis.uni-stuttgart.de>:
> > >
> > > Hi Adrian,
> > >
> > > possibly a stupid question:
> > >
> > > if you do that, wouldn't you break the vertex arrays that are needed
> > > to
> > > efficiently upload the geometry to the graphics card?
> > >
> > >
> > > > Hi Joachim,
> > > >
> > > > at the moment it's only a quick and dirty evaluation prototypic
> > > > implementation, of course i have a huge overhead, i like to replace
> > > for
> > > > triangles
> > > > mesh the vertex array by a kd-tree in the osg core implementation.
> > > may i get
> > > > time tomorrow to doing depther tests and some may i will be able
> > > > work out a first version of such a replacement in the osg core.
> > > >
> > > > i guess if i will integrate it right in osg core  the overhead will
> > > be not
> > > > really huge, but i don't yet know it exactly
> > > >
> > > > /adegli
> > > >
> > >
> > >
> > > --
> > > Joachim E. Vollrath
> > > University of Stuttgart
> > > Institute for Visualization and Interactive Systems (VIS)
> > > web:   http://www.vis.uni-stuttgart.de/~vollrajm/<http://www.vis.uni-stuttgart.de/%7Evollrajm/>
> > > 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
> > > GERMANY
> > >
> > > _______________________________________________
> > > osg-users mailing list
> > > osg-users at lists.openscenegraph.org
> > >
> > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > >
> >
> >
> >
> > --
> > ********************************************
> > Adrian Egli
>
>
>
>
> --
> ********************************************
> Adrian Egli
>



-- 
********************************************
Adrian Egli
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