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- From: Abe Stephens <abe@sci.utah.edu>
- To: Christian Odom <cnsodom@gmail.com>
- Cc: manta@sci.utah.edu
- Subject: Re: [MANTA] loading objects
- Date: Fri, 02 Feb 2007 12:51:42 -0700
Christian Odom wrote:
Whats the word with the kd-tree build code?
Here is the run down of what (raw) code is available in the repository:
- KDTree, TransparentKDTree, and SSEKDtree: The builder that we
used for the Boeing demos is available if you'd like it. However the
code isn't actively maintained or integrated with the rest of the
repository. It runs in-core only and uses a very large amount of
memory. It isn't integrated with materials, beyond what was necessary
for that work. The builder isn't in the repository because there is
little interest in maintaining the code.
- KDTree2 is a slightly newer implementation which I think contains
a builder/loader. KDTreeDyn is based on this code, and was supposed to
use dynamic techniques available at the time, but wasn't ever
completed.
- DynBVH is a port of the acceleration structure used in the "Ray Tracing Deformable Scenes using Bounding Volume
Hierarchies".
- GriddedGroup, RealisticBVH, etc. are reference implementations,
but aren't optimized in any fashion.
The technique used in Ray
Tracing Animated Scenes using Coherent Grid Traversal has been
ported to Manta. The traversal is patent pending but should be
available for use separately.
The animated grid and bvh are the most optimized acceleration
structures. I would suggest starting with these and then trying out the
original kdtree code if those don't work for some reason.
Abe
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