2015-10-28 10:29 GMT+01:00 Mário Luzeiro <[email protected]>: > >>> - I have in mind to try to make it as fast / interactive as possible, so it >>> will need some specific implementation.. some hacks .. that will target >>> this specific propose. > >> I understand. Speed is definitely an issue with big boards. But I am >> no export in ray tracing characteristics, but what is the scalability >> of your implementation in reagard to board complexity (lots of holes >> and lots of other objects) and seperately about the screensize? > > Actually, as I experienced, the size of the boards will not make a big impact > in the loading/rendering. From the 'size' it means 'how much items/objects it > will load/render'. > ( Btw, anyone have a real real big board project for kicad? something like > the complexity of a PC motherboard? ) > > Regarding the scalability, raytracing algos are very good to handle > scalability. The limit of objects, are the u32 size and your RAM. > I am using some 'state-of-art' algos for ray traversal (frustum packets over > a bounding volume hierarchy). (BVH is based on the PBRT 3 book [1], and > traversal is based on [2]) > I means that it can adapt very well to any number of objects or > configurations without suffering much penalty. > > Loading the board is also very fast, creating the BVH will take some 200ms on > complex boards. > The thing that will take more time is still some tessellation need for the > polygon filled planes, but I have in mind some optimizations. > It means at the moment that loading a board like 'video' (from kicad's demo > boards) or 'hackRF' takes about 3 seconds + render. > I plan to try to cache somehow the tesselation, so this time can be much more > reduced. > > Resolution is at moment set to the windows size, but for export rendering to > image file, we can add a dialog to choose different resolutions. > Of-course, more resolution means it will be more slow. > > At this moment on my machine, rendering for quality takes about 1..2.3seconds > (depend of the view) with all eye-candy features set. If some of that > features are not used (eg: post shaders effects, refractions or shadows), the > render can take less than 1s > > Cheers, > Mario > > > [1] https://github.com/mmp/pbrt-v3/ > > [2] Wald, S. Boulos, and P. Shirley. Ray Tracing Deformable Scenes using > Dynamic Bounding Volume Hierarchies. ACM TOG , 26(1), 2007 > http://www.cs.cmu.edu/afs/cs/academic/class/15869-f11/www/readings/wald07_packetbvh.pdf > implementation of the algo based in the description from: > https://cseweb.ucsd.edu/~ravir/whitted.pdf >
Ok, I see. Thank you for the information. _______________________________________________ Mailing list: https://launchpad.net/~kicad-developers Post to : [email protected] Unsubscribe : https://launchpad.net/~kicad-developers More help : https://help.launchpad.net/ListHelp

