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Old 16-Jun-2008, 15:54  
TimothyFarrar
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Join Date: Nov 2007
Location: Santa Clara, CA
Posts: 427
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Not one map per triangle (obviously). Think of maps as simply a way to pool secondary rays by data locality. Don't forget that you can raycast into a map also.

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Originally Posted by nAo View Post
Do you know something we don't?
Just speculation for now...

Quote:
Umh..dunno, triangles don't sound too exciting as accelerating structure.
Why not? Triangles can solve rough visibility without searching, then leave fine searching for a fragment shader. Stop thinking about triangles as actual surfaces, and begin thinking of them just as bounding volumes in combination with a good level of detail and hierarchical occlusion system.

How would a traditional ray tracer have any hope in accelerating a really dynamic system with a lot of moving objects? Rebuilding the acceleration structure which is necessary to get good ray search performance would be many times more expensive than simply rendering the bounding volumes of the movers (ie leaves of a tree, etc) to start the rays from. Somewhat similar to the reason we radix sort instead of quick/heap/merge sort...
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