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[Manta] Re: information about the acceleration structures?


Chronological Thread 
  • From: Carson Brownlee < >
  • To:
  • Subject: [Manta] Re: information about the acceleration structures?
  • Date: Fri, 9 Apr 2010 17:19:58 -0600

I believe Thiago had a paper on a breakdown of the various acceleration types and what they were best for. The Bvh is probably your best bet though unless you want faster build times with one of the grid acceleration structures. Speading up build times would be easy for bvh though, even with a brute force implementation just break it up into sections, build using a parallel callback and combine. Was the CGT code ever released for the public branch?
Carson



On Apr 9, 2010, at 5:14 PM, David E DeMarle wrote:

Can anyone tell me about, or point me to descriptions of, the ?five?
different acceleration structures (BSP, CellSkipper, RecursiveGrid,
KDTree, RecursiveGrid) in Manta?

vtkManta uses DynBVH, and it appears to be the fastest so far, but it
doesn't seem to scale all that well when the number of triangles
increases. I am wondering if one of the others (with well chosen
settings) would be a better choice.

So far, vtkManta isn't changing the contents of the DynBVH, so the
Dynamic nature of it isn't that important (but quick build times are
important).

We do want to be able to have (groups of) triangles, cylinders and
spheres in the acceleration structure so a non-homogenous acceleration
structure is preferable.

thanks for any pointers,

David E DeMarle
Kitware, Inc.
R&D Engineer
28 Corporate Drive
Clifton Park, NY 12065-8662
Phone: 518-371-3971 x109




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