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- From: Thiago Ize <
>
- To:
- Subject: [Manta] Re: information about the acceleration structures?
- Date: Fri, 09 Apr 2010 17:30:04 -0600
BSP and CellSkipper you probably would never want to use since the BSP
has a super slow build for relatively minor speed gains and CellSkipper
is slow and just interesting from an academic view.
RecursiveGrid is a very good choice when the rays are very incoherent
and single ray traversal is just as good (or better) than packet
traversal. This happens with path tracing for instance. The number of
levels to use is described in my dissertation, but 3 is usually the
right amount. The build is decent, but could be made much faster if
someone spent the time to optimize it.
KDTree is ok, but the version in manta is not as optimized as it could
be, so I'd probably use DynBVH over it.
DynBVH is usually a good acceleration structure to use. The build can
be made faster by going into cmake and turning
MANTA_USE_DYNBVH_APPROXIMATE to ON
however that will result in slower traversal performance. Faster build
algorithms exist and someone should implement it as well as
parallelizing the build.
The poor scaling with increasing triangles could be a result of the
packet size being too big. Trying turning it down to see if it improves
performance. The exception to this rule is RecursiveGrid which already
does a single ray traversal so packet size is not an issue.
If possible, I'd recommend flattening the groups so that there is just a
single group and then building a tree over this since this will give the
best performance. Otherwise, the type of structures to use would depend
on how the objects are distributed within a group and how the groups are
distributed.
Thiago
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
- [Manta] information about the acceleration structures?, David E DeMarle, 04/09/2010
- [Manta] Re: information about the acceleration structures?, Carson Brownlee, 04/09/2010
- [Manta] Re: information about the acceleration structures?, Thiago Ize, 04/09/2010
- [Manta] Re: Re: information about the acceleration structures?, David E DeMarle, 04/09/2010
- Message not available
- [Manta] Re: Re: Re: information about the acceleration structures?, David E DeMarle, 04/11/2010
- [Manta] Re: Re: Re: Re: information about the acceleration structures?, Thiago Ize, 04/11/2010
- [Manta] Re: Re: Re: Re: Re: information about the acceleration structures?, David E DeMarle, 04/11/2010
- [Manta] Re: Re: Re: Re: Re: Re: information about the acceleration structures?, Thiago Ize, 04/11/2010
- [Manta] Re: Re: Re: Re: Re: Re: Re: information about the acceleration structures?, David E DeMarle, 04/12/2010
- [Manta] Re: information about the acceleration structures?, Thiago Ize, 04/13/2010
- [Manta] Re: Re: information about the acceleration structures?, David E DeMarle, 04/14/2010
- [Manta] Re: Re: Re: information about the acceleration structures?, Carson Brownlee, 04/14/2010
- [Manta] Re: Re: Re: Re: information about the acceleration structures?, David E DeMarle, 04/14/2010
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