BKD-Trees back
(L) [2006/06/21] [fpsunflower] [BKD-Trees] Wayback![LINK http://graphics.cs.uni-sb.de/Publications/2006/bkd_gh06_final.pdf]
BVH+KDTrees, for those who can't decide [SMILEY Wink]
(L) [2006/06/21] [Phantom] [BKD-Trees] Wayback!5300 lines of code to build that FPGA... Is that affordable hardware? Sounds like cool stuff to play around with. [SMILEY Smile]
EDIT: You can get this gear for PCIe @ $349:
[LINK http://www.analogzone.com/iop_0424.htm]
(that is, if your family-safe internet filter doesn't prevent you from surfing to that url, it's... odd)
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Whatever
(L) [2006/06/21] [Ho Ho] [BKD-Trees] Wayback!So, does this mean that tracing dynamic scenes is "solved"?
Certainly looks like that. Rendering a bunch of random triangles has never been effective, not even on regular rasterizers and I doubt many use those random tris in real world anyway.
Am I correct that one thing that might not be very effective to render with that algorithm is an explosion when some object blows into several smaller chunks? E.g a car consisting of 100k polys gets ripped into 1000 pieces, 100 polys each. That kind of movement is not completely random but I think it doesn't map very well to BVH's either.
(L) [2006/06/21] [Phantom] [BKD-Trees] Wayback!Well the HW I linked to is quite a bit newer (it supports PCIe), but I'm not sure if it could support their architecture (I suppose the number of gates is the primary limiting factor here?). I could imagine that stuff that cost 10k 5 years ago is now in the sub-1000 range. That's what happens to other HW anyway. [SMILEY Smile]
By the way, this algorithm clearly needs some tweaking. I'm sure 4x22bit floats is fine for FPGA, but it's a disaster for CPU's. And since I am not so optimistic about RPU's arriving anytime soon, I simply see a huge data structure per node, plus expensive traversal (4x the number of ray/plane intersections). But yeah, it appears to solve the animation problem.
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Whatever
(L) [2006/06/21] [toxie] [BKD-Trees] Wayback!Damn! It's almost exactly like what we did with the Bounding Interval Hierarchy!  :(
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what do you expect to do if you don't know what to do when you've got nothing to do?
(L) [2006/06/21] [Shadow007] [BKD-Trees] Wayback!I never traversed a KdTree (let alone coded one) so I don't get soime of their reasoning
<naive mode>I've parsed quickly the paper, and have one question : why use 4 planes and not only 2 ? would'nt the end position of the left  slab and the start position of the right slab be enough ? with one more bit you get to know if the left one is really left or if for some reason it's the reverse ...
</naive mode>
It may be because it eases the rebuilds ?
Or because it speeds up some traversals ?
(L) [2006/06/21] [tbp] [BKD-Trees] Wayback!Wink wink, nudge nudge.
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