Dear Thiago,
Thank you again for your precious time, I understand much better why I am stuck, with the help of your inputs. Even without a windows rendering framework, I wanted to see if I could use manta core to render the image in a target texture, but was not sure about the minimum manta libs needed to do that. By each piece as a smaller BVH, you probably mean some kind of "bricks" paging/caching mechanism. Thank you for the explanation, I know better understand what those bricks are (thanks to this sentence : "...all the triangles into memory in order for the acceleration structures to work..."). I was not understanding how to access "parts" of the acceleration structure. My principal limitation is that I would like it to run on a PS3(256Mb - ~70Mb of other stuff + 256 Mb of GPU's), through SPU job queues and thread pools on commodity PC cores. I can do that quite all right with 2D height fields but I am heavily struggling on a suitable 3D caves strategy (hesitating between mesh reconstruction / contouring or maybe DVR). The massive mesh / data is coming from sampling off-line a multi-octave noise function for a terrain that I would like to be able to alter / destroy later on. I believe I can deduce materials based on various criteria's, at run-time so only store volume info in such structures. Much thanks again for your precious directions. Kindest regards, Kaveh On 10/10/2012 10:52 PM, Thiago Ize wrote: " type="cite"> Manta is not really supported on windows. If you output the images straight to a file it might be ok, but the interactive viewer won't work. As for the acceleration structure, that's not the full problem. Another issue is that you need to load all the triangles into memory in order for the acceleration structures to work, but if you're doing something out-of-core, then by definition that's not possible. An out-of-core solution would require a preprocessing step on your mesh to put it in a form that can then be loaded in pieces as rays need it. Perhaps each piece is a smaller BVH... Finally you'd have to have some way to evict BVHs once you start running out of memory. To be honest, if you need out-of-core ray tracing, chances are you either have way too little RAM and need to spend a few hundred dollars and buy more RAM (8GB is dirt cheap) or if it really is a massive mesh, then simplifying it to use less triangles. |
Archive powered by MHonArc 2.6.16.