Hi all, .................... KD-Tree Performance Challenge ....................
The latest version of OpenSceneGraph (SVN) supports a KD-Tree data structure. So we can start a challenge: Who can bit my kd-Tree implementation? Rule: Everyone who has a faster implementation can send a email with containing source code. It has to be based one the OSG KDTree implementation. Prize: Is out there someone can offering a prize? Help: I can not offer any price for the winning code, but i will offer my source code as starting point. My source code should only help to understand who fast we can trace a ray through a scene. it's not yet the fastet know implementation have a look at: http://homepages.paradise.net.nz/nickamy/benchmark.html Source: http://webaddon3d.assoftware.ch/AE/RayTracer.zip Scene to test: http://webaddon3d.assoftware.ch/AE/bunny.zip Results: *** Adrian Egli's KD-Tree *** fraction_hit:10493:0.10493 time:108.256ms 923.74K rays/sec: *** OpenSceneGraph's KD-Tree (SVN) **** fraction_hit:10495:0.10495 time:258.756ms 386.464K rays/sec: *** OpenSceneGraph without any KD-Tree **** fraction_hit:10495:0.10495 time:77564.2ms 1.28925K rays/sec: -- ******************************************** Adrian Egli
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