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 > -- ******************************************** Adrian Egli
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