Simon F said:Err....... How did you build the acceleration structure in sub linear time? Magic?GameCat said:When it comes to asymptotic complexity raytracing wins (it's O(plog) in pixels and triangles,
Well, assuming some kind of spatial hierarchy already exists Which I think is a pretty fair assumption since most applications have most of the geometry in some kind of hierarchy that is generated offline. Don't get me wrong here, I really don't think ray tracing is some kind of panacea, but *asymptotically* the complexity is low with regard to the number of triangles. That isn't necessarily very interesting though.
An hierarchical z-buffer with geometry in a spatial hierarchy probably performs similarly to a ray tracer for example, but that doesn't mean the hierarchical z-buffer is the be all end all of visibility computations.