Hi,
I fixed the problem with the overlap handler and uploaded the patch in the svn
(https://sourceforge.net/p/brlcad/patches/472/
<https://sourceforge.net/p/brlcad/patches/472/>). I’ve also uploaded some more
new images in my dev log with renders of scenes from the ‘share/db’ directory,
which can be found here:
https://brlcad.org/wiki/User:Marco-domingues/GSoC17/Log#20-21_July
<https://brlcad.org/wiki/User:Marco-domingues/GSoC17/Log#20-21_July>
There is still the issue with the materials, that I can look into next.
Complex scenes like the havoc.g and the goliath.g, are still taking too much
time to render, which I believe comes from the operation of building the
regiontable (commenting the function call results in huge differences in
execution times), so I think we should look into an alternative to build the
regiontable. Right now, to build the regiontable I iterate over all the
segments in the partition, and then over the regions to test if the segment
bits are in the boolean tree of the region. Perhaps this process could be
optimised if the segments had the ‘soltab’ structure, and the respective
information on the regions involved for that segment.
But I will gather some statistics for these scenes like execution times, total
memory allocated, max segments per partition, max regions involved per
partition and maybe we will have some other clues of possible optimisations to
make on the code!
Cheers,
Marco
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