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joojaa
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What you do is you load triangles into memory from disk based on what has been hit previously. You can begin with triangles in colseclose proximity first. The reasoning is that in one area the rays are likely to hit same triangles repeatedly. And eventually you will be somewhat efficient. (For this reason it is a good idea to cache last hit triangle in occlusion tracing that dont care of order)

Second you store the triangles in a spatial tree that allows you to do quick searching from the disk, to renew what portions you are having in memory by proxilimityproximity. So load only branches that will be in the way of the ray. If its somekindsome kind of voxel tree, like a octree you can even sort secondary rays and solve them by coherence. A BSP tree is also somewhat good at prruningpruning areas.

There are cases where this fails but its reasonably efficient in most scene buckets if your not renderimgrendering noise...

What you do is you load triangles into memory from disk based on what has been hit previously. You can begin with triangles in colse proximity first. The reasoning is that in one area the rays are likely to hit same triangles repeatedly. And eventually you will be somewhat efficient. (For this reason it is a good idea to cache last hit triangle in occlusion tracing that dont care of order)

Second you store the triangles in a spatial tree that allows you to do quick searching from the disk, to renew what portions you are having in memory by proxilimity. So load only branches that will be in the way of the ray. If its somekind of voxel tree like a octree you can even sort secondary rays and solve them by coherence. A BSP tree is also somewhat good at prruning areas.

There are cases where this fails but its reasonably efficient in most scene buckets if your not renderimg noise...

What you do is you load triangles into memory from disk based on what has been hit previously. You can begin with triangles in close proximity first. The reasoning is that in one area the rays are likely to hit same triangles repeatedly. And eventually you will be somewhat efficient. (For this reason it is a good idea to cache last hit triangle in occlusion tracing that dont care of order)

Second you store the triangles in a spatial tree that allows you to do quick searching from the disk, to renew what portions you are having in memory by proximity. So load only branches that will be in the way of the ray. If its some kind of voxel tree, like a octree you can even sort secondary rays and solve them by coherence. A BSP tree is also somewhat good at pruning areas.

There are cases where this fails but its reasonably efficient in most scene buckets if your not rendering noise...

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joojaa
  • 8.5k
  • 1
  • 25
  • 48

What you do is you load triangles into memory from disk based on what has been hit previously. You can begin with triangles in colpsecolse proximity first. The reasoning is that in one area the rays are likely to hit same triangles repeatedly. SndAnd eventually you will be somewhat efficient. (For this reason it is a good idea to cache last hit triangle in occlusion tracing that dont care of order)

Second you store the triangles in a spatial tree that allows you to do quick searching from the disk, to renew what portions you are having in memory by proxilimity. So load only branches that will be in the way of the ray. If its somekind of voxel tree like a octree you can even sort secondary rays and solve them by coherence. A BSP tree is also somewhat good at prruning areas.

There are cases where this fails but its reasonably efficient in most scene buckets if your not renderimg noise...

What you do is you load triangles into memory from disk based on what has been hit previously. You can begin with triangles in colpse proximity first. The reasoning is that in one area the rays are likely to hit same triangles repeatedly. Snd eventually you will be somewhat efficient. (For this reason it is a good idea to cache last hit triangle in occlusion tracing that dont care of order)

Second you store the triangles in a spatial tree that allows you to do quick searching from the disk, to renew what portions you are having in memory by proxilimity. So load only branches that will be in the way of the ray. If its somekind of voxel tree like a octree you can even sort secondary rays and solve them by coherence.

There are cases where this fails but its reasonably efficient.

What you do is you load triangles into memory from disk based on what has been hit previously. You can begin with triangles in colse proximity first. The reasoning is that in one area the rays are likely to hit same triangles repeatedly. And eventually you will be somewhat efficient. (For this reason it is a good idea to cache last hit triangle in occlusion tracing that dont care of order)

Second you store the triangles in a spatial tree that allows you to do quick searching from the disk, to renew what portions you are having in memory by proxilimity. So load only branches that will be in the way of the ray. If its somekind of voxel tree like a octree you can even sort secondary rays and solve them by coherence. A BSP tree is also somewhat good at prruning areas.

There are cases where this fails but its reasonably efficient in most scene buckets if your not renderimg noise...

Source Link
joojaa
  • 8.5k
  • 1
  • 25
  • 48

What you do is you load triangles into memory from disk based on what has been hit previously. You can begin with triangles in colpse proximity first. The reasoning is that in one area the rays are likely to hit same triangles repeatedly. Snd eventually you will be somewhat efficient. (For this reason it is a good idea to cache last hit triangle in occlusion tracing that dont care of order)

Second you store the triangles in a spatial tree that allows you to do quick searching from the disk, to renew what portions you are having in memory by proxilimity. So load only branches that will be in the way of the ray. If its somekind of voxel tree like a octree you can even sort secondary rays and solve them by coherence.

There are cases where this fails but its reasonably efficient.