() methods in LineSegment (probably others)
Hi Andy,
J-S, did you get to do any timing with my proposed use of doubles in the
intersection code?
I did some tests last night. Full results below. The executive summary
is this:
For 2,244,800 samples (individual ray tests),
Floats: 113.121566 seconds
Hi Andy,
J-S, did you get to do any timing with my proposed use of doubles in the
intersection code?
I did some tests last night. Full results below. The executive summary
is this:
For 2,244,800 samples (individual ray tests),
Floats: 113.121566 seconds (original)
Doubles: 113.954178
Hello Andy,
J-S, did you get to do any timing with my proposed use of doubles in the
intersection code?
Sorry, I was out of town finally this weekend. I will try it out tonight.
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
J-S, did you get to do any timing with my proposed use of doubles in the
intersection code?
Thanks,
andy
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Hello Andy,
I've submitted a change to the submission list. Please take a look and tell
me if and how much it affects timing.
Great, I'll try and check it out tonight and get back to you.
J-S
--
__
Jean-Sebastien Guay[EMAIL
() methods in LineSegment (probably
others)
I'm not sure what changed (in OSG or our code), but one of our unittests
is failing on Windows as I try to upgrade our software to OSG 2.3.3.
The picking I'm doing isn't hitting anything. It appears that the use
of floats in the LineSegment::intersect
Hello Andy,
So is anyone counting on this being floats for performance? Would
anyone else welcome this calculation in doubles?
If you submit a patch, I can test it out in my Masters project which
uses LineSegmentIntersector pretty heavily (not-quite-realtime
raytracing :-) ) so that will
To: OpenSceneGraph Users
Subject: [osg-users] intersect() methods in LineSegment (probably
others)
I'm not sure what changed (in OSG or our code), but one of our unittests
is failing on Windows as I try to upgrade our software to OSG 2.3.3.
The picking I'm doing isn't hitting anything
: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien
Guay
Sent: Wednesday, February 06, 2008 9:52 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] intersect() methods in LineSegment (probably others)
Hello Andy,
So is anyone counting on this being floats for performance
To: OpenSceneGraph Users
Subject: Re: [osg-users] intersect() methods in LineSegment (probably
others)
Hello Andy,
So is anyone counting on this being floats for performance? Would
anyone else welcome this calculation in doubles?
If you submit a patch, I can test it out in my Masters project
Hi Andy,
In your work, could you give me an idea of how often you intersect with a
particular line segment object? I'm trying to decide if it is worth it to
keep a Vec3d in the class (marking whether it is valid), or keeping double
versions of _s and _e.
In general terms, my program
:-) only the first version of my kd.tree. latest i still extermly slow with
about 700K-800K intersection test per second. there are latest kd-Tree ray
check with more than ++ 6M rays per second. www.ompf.org :-)
so if we will have such a datastructure, we can do lot special effects, like
global
Hello Adrian,
:-) only the first version of my kd.tree. latest i still extermly slow
with about 700K-800K intersection test per second. there are latest
kd-Tree ray check with more than ++ 6M rays per second. www.ompf.org
http://www.ompf.org :-)
Don't take it personally, I didn't mean
:-)
2008/2/6, Jean-Sébastien Guay [EMAIL PROTECTED]:
Hello Adrian,
:-) only the first version of my kd.tree. latest i still extermly slow
with about 700K-800K intersection test per second. there are latest
kd-Tree ray check with more than ++ 6M rays per second. www.ompf.org
To: OpenSceneGraph Users
Subject: Re: [osg-users] intersect() methods in LineSegment (probably others)
Hello Adrian,
:-) only the first version of my kd.tree. latest i still extermly slow
with about 700K-800K intersection test per second. there are latest
kd-Tree ray check with more than ++ 6M rays per
I'm not sure what changed (in OSG or our code), but one of our unittests
is failing on Windows as I try to upgrade our software to OSG 2.3.3.
The picking I'm doing isn't hitting anything. It appears that the use
of floats in the LineSegment::intersect(BoundingSphere) method may be
hurting us.
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