Mar 06, it's starting to work .. almost back
(L) [2006/03/06] [ector] [Mar 06, it's starting to work .. almost] Wayback!It's the KD-bunny!
[IMG #1 ]
Started this thing a couple of days ago, things are finally kind of starting to work...
KDtree is still a 0.5-split, not adaptive at all so yes it sucks.
What I can't figure out is why I've got all these triangle shaped holes in the mesh, if I just brute force raytrace it it's solid. I guess something is wrong with either traversal or kd-tree construction....
Also, from some angles I'm getting totally weird bendy behaviour in the KD-vision. Haven't figured that one out yet...
[IMG #1]:Not scraped:
https://web.archive.org/web/20061004013356im_/http://www.dtek.chalmers.se/~tronic/ray/kdbunny.png
(L) [2006/03/06] [tbp] [Mar 06, it's starting to work .. almost] Wayback!Welcome ector, and gratz for those early renders.
(L) [2006/03/06] [Phantom] [Mar 06, it's starting to work .. almost] Wayback!Are you already using packet tracing, or is that a very low poly bun?
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Whatever
(L) [2006/03/06] [ector] [Mar 06, it's starting to work .. almost] Wayback!It's a 1000 poly bunny, although I only lose 1FPS going to a 10000 poly one...
Running on a Pentium-M 1.6Ghz laptop.
Compiled with VS2005, all optimizations on, codegen set to SSE2. No packet tracing, just regular C++. And a really crappy KD-tree compiler [SMILEY Smile]
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