Hi all,

It's really good news this morning in this mailing list / forum. The kdTree
implementation would help us to speed up any intersection tests against
line, spheres and or geometries. So may we should only thing streight
forward for line intersection tests and it's speed up for  intersection
testing.

important in each kd-tree implementation for line / ray intersection testing
is the SAH heuristic for good kd trees. SAH like kd-trees are a little bit
slover in building but much faster in intersection testing. Alsi BIH could
be an good choice for speed up the intersection testing for dynamic scenes.
www.ompf.org / or the publication of
http://www.sci.utah.edu/~wald/Publications/

http://www.sci.utah.edu/~wald/Publications/2007///FastBuild/download//fastbuild.pdf




For what could we also use a kd-tree based geometry:
# kd-tree implementation for haptic rendering, achieve for high res
geometries a fps about 150-200 fps for  a  common haptic device (sensable
phantom)
# kd-tree collision detection

2008/6/4 Robert Osfield <[EMAIL PROTECTED]>:

> Hi Stephan,
>
> On Wed, Jun 4, 2008 at 5:15 PM, Stephan Maximilian Huber
> <[EMAIL PROTECTED]> wrote:
> > perhaps <http://libkdtree.alioth.debian.org/> can help as a reference. I
> > used it for my own work, and it worked as advertised. As a header-only
> lib
> > it was easy to integrate.
>
> Thanks the link.  Just downloaded it.  Wow, template heaven/hell
> making it pretty hard to easily dig down to what its doing...
>
> I'll potter away on my code and pop my head up if I see problems.  I'm
> not expecting the task to be particularly difficult... (ten years
> later... almost there now... :-)
>
> Robert.
> _______________________________________________
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> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



-- 
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Adrian Egli
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