[Bf-committers] Raytracer Optimization
blender at erwincoumans.com
blender at erwincoumans.com
Mon Apr 20 19:55:02 CEST 2009
Timothy,
I think it is a very good idea to generalize the acceleration structure, so
please pass on this idea to this GSoC proposal that Kent mentioned.
Apart from KDOP/Octree, an alternative option is to add Bullet dynamic AABB
tree acceleration for ray queries. Right now this btDbvt is already used for
broadphase collision detection and occlusion culling (view frustum/occlusion
maps) in the Blender game engine.
Thanks,
Erwin
Kent Mein writes:
> In reply to Timothy Baldridge (tbaldridge at gmail.com):
>> I've been getting some complaints from some Irix users about degrading
>> performance in recent Blender builds. I was unable to duplicate these
>> claims but the results of my performance study have got me interested
>> in the Raytracer engine. It seems that on the test.blend file we're
>> spending close to 80-90% of the raytracing time in the octree search
>> algorithms. This leads me to wonder if we can do something about the
>> speed of these functions. From my call tree graph of the gprof data it
>> seems that all the octree routines and related code all reside in a
>> collection of 4 functions.
>
> Hi Timothy,
>
> One of the proposed projects for GSOC this year is all about this
> exact issue. The applications that are accepted should be posted
> soon on the website:
> http://socghop.appspot.com/
>
> We'll probably have an announcement on the blender site as well, once
> the offical announcement has happened.
>
> You'll have to check and see if its accepted.
>
> Kent
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