Re: [osg-users] line intersection performance

2009-08-11 Thread Andrew Burnett-Thompson
This is an old thread I found when I was searching. It may not be in the forums so I have included the original text below as a quote. I am trying to implement something like this, in order to compute hit tests on a line. I don't need to know which objects intersected the line, or get a list of

Re: [osg-users] line intersection performance

2009-08-11 Thread Jean-Sébastien Guay
Hello Andrew, I am trying to implement something like this, in order to compute hit tests on a line. I don't need to know which objects intersected the line, or get a list of objects/intersections out, just need to know Is there an intersection or not. The original posts are included below.

[osg-users] line intersection performance

2009-04-24 Thread Peter Amstutz
A couple of other questions related to intersection performance: 1) The current KdTree implementation is just for sorting triangle geometry at node leaves. Perhaps it would be useful to to have a KdTree organize the scene graph nodes themselves, based on bounding volumes? Or are bounding

Re: [osg-users] line intersection performance

2009-04-24 Thread Jean-Sébastien Guay
Hello Peter, Funny that there are so many intersection questions lately. 1) The current KdTree implementation is just for sorting triangle geometry at node leaves. Perhaps it would be useful to to have a KdTree organize the scene graph nodes themselves, based on bounding volumes? Or are

Re: [osg-users] line intersection performance

2009-04-24 Thread Robert Osfield
Hi Peter, On Fri, Apr 24, 2009 at 6:21 PM, Peter Amstutz peter.amst...@tseboston.com wrote: A couple of other questions related to intersection performance: 1) The current KdTree implementation is just for sorting triangle geometry at node leaves.  Perhaps it would be useful to to have a

Re: [osg-users] line intersection performance

2009-04-24 Thread Peter Amstutz
Hi Jean-Sébastien, Jean-Sébastien Guay wrote: So the answer IMHO would be that in any case, you will want to try and build a good scene graph (both for culling performance and intersection performance). Whether you want to make a global kd-tree for the whole scene will depend on how dynamic

Re: [osg-users] line intersection performance

2009-04-24 Thread Robert Osfield
On Fri, Apr 24, 2009 at 7:45 PM, Peter Amstutz peter.amst...@tseboston.com wrote: Hi Jean-Sébastien, Jean-Sébastien Guay wrote: So the answer IMHO would be that in any case, you will want to try and build a good scene graph (both for culling performance and intersection performance).

Re: [osg-users] line intersection performance

2009-04-24 Thread Peter Amstutz
Robert Osfield wrote: If your data is stored in a flat group the osgUtil::Optimizer spatialize groups visitor will be able to build a quad tree for you. Oh excellent, just what I had in mind :-) Thanks, Peter ___ osg-users mailing list

Re: [osg-users] line intersection performance

2009-04-24 Thread Jean-Sébastien Guay
Hello Peter, However my question was really whether something like this already existed in OSG, to which the answer is no. Indeed. And in your use case I agree that a kd-tree would be pretty efficient. Perhaps we could have a scheme where kd-trees can be turned on or off for particular