Shadow007 wrote:If the ray-trace perfs are equivalent ... I should'nt have posted
Phantom wrote:That would mess up packet traversal...
Phantom wrote:I am considering to try this BIH/SAH approach with incremental updates. Perhaps I could even turn a well-built kd/sah into a BIH?
Phantom wrote:On a related note: Would it be possible to (ab)use some bits of the mantissa of a floating point value to store some custom bits?
toxie wrote:I can only report my own results on the "random" ray topic: There is this Audi A6 in the BIH paper and this uses only single rays and pretty advanced shaders, so not much coherence there. Nevertheless the render speed is almost exactly the same as in our kD.
toxie wrote:On the other hand, phantoms kD speed is a bit faster than ours, so maybe this is why he still experiences a 30% slower BIH traversal?!
I think there's some value in testing against totally random ray distributions. They will negate most of the cache advantages of either structure so it should focus more on the geometric/scene partitioning qualities. Something like http://homepages.paradise.net.nz/nickamy/benchmark.html should do. Anyone?
I just noticed (I mean, read it in Toxie's paper) that the'global heuristic' can also be applied to the construction of kd-trees. That might help to check where the problem lies. If possible, I'll change my kd-tree compiler to use this heuristic, just to see how the trees compare to sah
Never mind, I wanted to store much more. The BVH/KD paper mentioned nodes with 4 floats, a split axis and a pointer to a child node. Besides the 4 floats I would thus need about 20 bits. I guess there's no reasonable way to store those nodes, without dedicated hardware.
toxie wrote:I think there's some value in testing against totally random ray distributions. They will negate most of the cache advantages of either structure so it should focus more on the geometric/scene partitioning qualities. Something like http://homepages.paradise.net.nz/nickamy/benchmark.html should do. Anyone?
Using single rays: kD: 1,44 Million rays/sec, BIH: 1,61 Million rays/sec
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