http://www.gamedev.net/community/forums/topic.asp?topic_id=497681

2008/6/8 Guy <[EMAIL PROTECTED]>:

>  Hello,
>
>  Maybe it's arrogant of me to mention anything, but anyway…
>
>
>
>  I don't know what kd-tree is, only guessing from your discussion, but if
> as Adrian says the performance is a combination of building, and traversing
> the tree, I think these sections should be implemented in generic classes so
> their implementation could be easily replaced later. Like the callbacks
> mechanism for example.
>
>
>
> Guy.
>
>
>  ------------------------------
>
> *From:* [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] *On Behalf Of *Adrian Egli
> OpenSceneGraph (3D)
> *Sent:* Friday, June 06, 2008 4:55 PM
> *To:* OpenSceneGraph Users
> *Subject:* Re: [osg-users] kdtree example
>
>
>
> 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.
>
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>
>
>
> --
> ********************************************
> Adrian Egli
>
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>


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