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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