Hi Daniel,

i am working through this projects, for real time ray tracing. (I assum this
would be a really fast implementation for LineIntersection tests :-) )
http://www.devmaster.net/articles/raytracing_series/part7.php
http://ompf.org
http://phantom.coldcity.com/

but thanks for the link, i worked once with RAPID, but isn't as stable as it
should be, may OPCODE is much more robust compared against
RAPID. (Rapid and OPCode is quite old, and may there is no active community
left, i don't know).

/adrian


2007/10/22, Kallfass, Daniel, SDGE1 <[EMAIL PROTECTED]>:
>
>  Hi Adegli,
>
>
>
> have a look at opcode:
>
> http://www.codercorner.com/Opcode.htm
>
> (It's used as a collision word for e.g. for the physics engine "ode").
>
>
>
> Daniel
>
>
>
>
>  ------------------------------
>
> *From:* [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] *On Behalf Of *Adrian Egli
> *Sent:* Sunday, October 21, 2007 10:11 PM
> *To:* OpenSceneGraph Users
> *Subject:* [osg-users] kd-Tree LineIntersection speedUp
>
>
>
> *Hi all,
>
> i am working on a really general and fast implementation for reduce the
> number of triangles checked against a line in LineSegement Intersection
> Test.
> May question coming up while reviewing the OSG core implementation, i am
> not yet sure how and where i should implement this new feature. The current
> implementation of KD-Tree is quite fast and could be included into the osg
> core. are there some experience in line segement boosting?
>
> /Adegli
>
>
> have alos a look at:
> [osg-users] Searcing for raytracer implementation based on OSG*
>
>
>
>
> --
> ********************************************
> Adrian Egli
>
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>


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