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Re: [MANTA] Re: Manta Instance Animation


Chronological Thread 
  • From: Abe Stephens <abe@sci.utah.edu>
  • To: Dmitri Rubinstein <rubinste@graphics.cs.uni-sb.de>
  • Cc: manta@sci.utah.edu
  • Subject: Re: [MANTA] Re: Manta Instance Animation
  • Date: Tue, 22 May 2007 02:31:37 -0600

Dmitri Rubinstein wrote:
Abe Stephens schrieb:
Dmitri Rubinstein wrote:
The second problem happens when I try to create DynBVH for the complete scene. I create worldBvh and call worldBvh->rebuild(world) after the scene is constructed. Then I set scene's object to worldBvh instead of world (commented out in the source), and rebuild worldBvh in the animationCallback after instance transformation matrices are updated. However I see only a floor parallelogram. What am I doing wrong ?

You might be the first person to try using instancing with DynBVH... I'll ask around....
As long as I correctly understand DynBVH code it require only that elements of a group should have correct computeBounds method. So I assume it is applicable to any kind of a group. As VRML mostly provide rigid body animation, I always have a lot of instances on the top level. When there is no possibility to build an acceleration structure over them the rendering will be very slow.
My understanding is that it should work with the computeBounds method as you suggest, but I haven't tested that code path myself. I'll test that when I test the get/set methods on the instances.


Abe







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