Hi all :) I spend the hole weekend squeezing a bit more optimizations for the surface reconstruction from particles, I have implemented a marching step only to the surrounding voxels that contains the surface (and not to every surrounding voxels as before) also I have implemented corner value reusing (every new step reuse the half of the previous calculated voxel corner values) and finally I have rewritten my previous spatial hash code that use integer operations to reuse the metaballs bitwise hash functions .... all of this optimizations are pushing the surface generation to its limits, further speed up I think will be gained only with multithreading and or OpenCL but that is out of my current scope/skills.
As a comparison note, this implementation has outperformed the metaball instanced particles by a huge margin. I probably will spend this week cleaning the code for make a separation between fluid particle engine and visualization engine and will send Jahka the first patch for review. Once integrated the fluid particles engine the efforts could be focused on renderable meshings :) Cheers Farsthary _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers