Hi Paul, i know from this data structures. or we can have a look at http://ompf.org or arauna project http://rt07.raytracing.nl presentation (Real-time Ray Tracing through the Eyes of a Game Developer)
/adegli 2007/10/2, Paul Melis <[EMAIL PROTECTED]>: > > On 10/2/07, *Adrian Egli* <[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>> > wrote: > > > Greate would be to get a RayTracer attached to the OSG scene. With > > option to trace or not. Normally OSG won't trace, but if we like > > to get high quality screens, we can just turn on the tracing. But > > i was thinking about this still more then once. What we should get > > or what i like to integrate as soon as i have some hours to > > analyse the osg core, we should store the triangles, trianglesfan, > > ... (GL geometries) in a accelerated spatial data structure, best > > kd-Tree like data organisation. Even the intersection test could > > be boosted, also futures animations, collision checks and so on, > > boosting of depth sorting for transparency pre triangles should > > become possible. Also haptic-rendering could be an option for > > future application. This integration would be an essential topic. > > > > I am not yet sure how we should change the osg internal data > > structure, at the moment we store vertices in simple arrays. I > > feel like to remap them into an kd-tree. then the whole scenegraph > > is organised in a spatial data structure. > > > If you're going this way also consider the bounding-volume hierarchy as > an option for the spatial data structure. It has far more favorable > storage characteristics, as it can be implemented with a list of objects > (triangles, quads) in the tree in a certain sorted order. Because of > this it might even provide for a way to use the same data layout both > for ray intersection and normal OSG operation. > It also has very fast construction times (which is good for dynamic > scenes), although it's real-time performance is only beginning to get > interesting these days. See http://graphics.uni-ulm.de/BIH.pdf if you're > interested in more details. > > Paul > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- ******************************************** Adrian Egli
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