High Poly test
High Poly test
Just a little test render, using the bounding interval hierarchy tree type (BIH).
Model is from here: http://graphics.stanford.edu/data/3Dscanrep/
Each dragon has 7.2 million tris.
I'm using instancing to repeat the model.
Total Indigo mem usage is about 730MB.
Render time is ~20 mins
Model is from here: http://graphics.stanford.edu/data/3Dscanrep/
Each dragon has 7.2 million tris.
I'm using instancing to repeat the model.
Total Indigo mem usage is about 730MB.
Render time is ~20 mins
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define stuff in this order:zuegs wrote:Thats cool!!!
Just a small question: how you do instancing with changing materials? As i remember the material is assigned inside the <mesh>. Is there a way to override that inside the <object> (in case that mesh is declared in XML, not external 3ds-file) ???
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- Location: Stuttgart, Germany
BIHs are nice to work with. The build times are super fast, and the mem requirements are very low, so for large meshes, they are superior to kd-trees.IanT wrote:Very nice Nick ... so how are you finding BIH vs. KD-Tree? I'm currently messing about with nested grids at the moment ... seems to outperform KD-Tree (but only just) but with about a fifth of the memory requirements.
(Sorry to go Off-topic)
Ian.
In terms of ray tracing performance, my BIH is getting about 30-90% of the kd-tree performance.
It's early days however, and I haven't made any careful measurements, just looking at the Mutations/s

If you're outperforming kdtrees with your nested grids, that's quite an achievement (unless your kd-tree implementation sux

I'm presuming your nested grids can cope with the teapot/stadium issue which plagues uniform grids?
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