On Oct 15, 2014, at 6:06 PM, Ștefan-Gabriel Mirea 
<mireastefangabr...@gmail.com> wrote:

<snip>

> I made a little research to find the best value for
> MIN_TRIANGLES_FOR_TIE[1]. I made a C++ program that generates a BoT
> with a specified number of triangles, whose vertices are organized
> like the nodes of the latitude-longitude grid of a sphere. The output
> is in the form of a Tcl script which is then converted to a .g
> database using asc2g. I ran rt for a huge number of files generated in
> this way both with LIBRT_BOT_MINTIE unset and set to 1 and I logged
> the execution times. Then I plotted the results in Octave and I got
> these functions[2], which are a bit curious as I expected some
> polynomial-like graphs which I could have approximated to find their
> intersection. Anyway, it comes out that the best value is around 32
> triangles.

Could you make the data/results public? (could even be a nifty blog post or 
article)

We ran a set of tests a while back looking for a 'magic number' with a set of 
real geometries of varying complexities and found that there was quite a range 
for the "best" value (from a just a few to several hundred per bot).

There were also very slight differences in hit depth/distance and normal, check 
out an old pixdiff of a facetized m35 athttp://elfga.com/~erik/bot20101229.png 
to see :) the 'rainbow waves' are the location/normal discrepancy in action. We 
never tested these to see if either were within a certain tolerance or if 
either was close to the zomfg infinite precision mathematical result.

The lack of a simple "magic number" and the slight result differences were 
enough for us to leave it as an "expert" option at that time.

It's pretty awesome that someone is putting serious effort into this :D

<snip>

 -Erik
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