Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!swrinde!sdd.hp.com!wuarchive!uunet!cbmvax!chrisg From: chrisg@cbmvax.commodore.com (Chris Green) Newsgroups: comp.graphics Subject: Re: Ray Tracing Acceleration ... Is non-uniform spatial subdivision the best?? Keywords: Ray tracing Spatial subdivision Voxel Message-ID: <21637@cbmvax.commodore.com> Date: 16 May 91 12:46:17 GMT References: <1991May14.070444.18261@images.cs.und.ac.za> Reply-To: chrisg@cbmvax.commodore.com (Chris Green) Organization: Commodore, West Chester, PA Lines: 32 In article <1991May14.070444.18261@images.cs.und.ac.za> mikhaley@images.cs.und.ac.za writes: >I am writing a ray-tracer as an honours research project, which renders tesselated shapes from >Mathemtica, and am also looking into implementing CSG for some non-tesselated shapes to be input. > >Basically the hardcore is that I will normally be rendering lists of approx. 2000+ triangles or >other primitives, and the program is currently being implemented on a 386PC in 'C'. However this >machine is not the fastest machine on earth and as a result I am forced to find some very HOT >acceleration algorithms. > >I have been working on algorithms for traversing voxels in an octree,(ie. Have been using >non-uniform spatial subdivision techniques) and I have come up with some fairly good routines >but I just want to know if any of the other methods are better and am I thus just wasting my >time barking up the wrong tree. Also I would appreciate it, if any of you have any really >efficient voxel traversal routines that you would like to compare with mine, to contact me! > >Thanx a million... > >Mike Haley >mikhaley@images.CS.UND.AC.ZA Since you are rendering tesselated shapes, your triangles are probably all of roughly uniform size. If this is the case, then you might be better off using uniform spatial subdivision. If implemented using integers (and hopefully in assembly language), this should really fly on a 386. -- *-------------------------------------------*---------------------------* |Chris Green - Graphics Software Engineer - chrisg@commodore.COM f | Commodore-Amiga - uunet!cbmvax!chrisg n |My opinions are my own, and do not - killyouridolssonicdeath o |necessarily represent those of my employer.- itstheendoftheworld r *-------------------------------------------*---------------------------d