Hi all,

once we have a working version of kd-Tree, we can start a contest :-) there
exist hunderds of heuristics, tricks for traversing, and so on. Performance
of kd-Tree traversing depends not only the method of traversing, the
performance depends much more on the build strategy than on the traversing.
of course both are important, kd-Tree build and the software enginiering
tricks for fast traversing.

:-) in my first kd-tree traversing algorithme, basic kd-tree i had about
27s, after some optimisation i could do same thing in less than one second.
but i know some kd-tree based raytracing algorithme working much much faster
:-)

/adrian

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

> Hi Paul,
>
> On Fri, Jun 6, 2008 at 3:20 PM, Paul Melis <[EMAIL PROTECTED]> wrote:
> > As it is still work in progress you might have this on your list already,
> > but changing the traversal to use a while loop with a stack rather than
> use
> > recursive calls on traverse() should increase intersection performance
> quite
> > a bit.
>
> Use a local stack rather than recursive is something I'm already
> considering.  The current build code uses recursion, and the intersect
> traversal I'll implement initially with recursion for simplicity.
> Once these are both working sweetly I'll implement the alternative non
> recursive.
>
> Robert.
> _______________________________________________
> osg-users mailing list
> 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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