[Bf-committers] BIH progress update
Yves Poissant
ypoissant2 at videotron.ca
Wed Mar 26 04:05:23 CET 2008
From: Jean-Luc Peurière
> I think thin primitives are likely to break almost any accel structure.
> But when such one rise, it can be easily detected, no ?
It is not so obvious. A thin primitive may not be a problem is the scene is
composed of all thin primitives and they are all oriented along the axises.
It can get hairy. And detecting the troublesome ones will require more CPU
which, again, delays render.
> Cant we cut it in 2 parts (macro-polys ?) ?
That is the strategy used with space partitioning structures such as
kd-trees. The problem with that is that the tree can grow wildly. And
spliting polygons introduces potential precision issues. There are other
cheaper heuristics that may be used before spliting the triangles. And here
again, detecting cases that require splitting delays render.
There are solutions. I just need to spend time working on that. It would not
be possible to release an alternate or a replacing acceleration structure
for v2.46 anyway. That would be for next release (2.50?). I still have time
for that. As to deciding ti keep octree along BIH/BVH, That can be decided
from the benchmark performances.
Yves
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