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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

#Actualjameszhao00

Posted 27 April 2012 - 06:40 PM

I do have some kind of octree in place but it's not efficient (only a 10x speedup or so for the 100k-triangle-each dragons) and extremely fragile (bad parameters will cause holes in the meshes).


Had the same problem today when I was implementing an acc. structure (AABB with uniform grids). Turns out holes in my renders are caused by
1. floating point precision issues (e.g. axis aligned planes extremely close to a boundary). Have to be relatively conservative now
2. not invalidating intersections that occur outside the current cell/voxel/... Turns out something in another cell can actually be closer than the intersection.

#1jameszhao00

Posted 27 April 2012 - 06:38 PM

I do have some kind of octree in place but it's not efficient (only a 10x speedup or so for the 100k-triangle-each dragons) and extremely fragile (bad parameters will cause holes in the meshes).


Had the same problem today when I was implementing an acc. structure (AABB with uniform grids). Turns out holes in my renders are caused by
1. floating point precision issues
2. not invalidating intersections that occur outside the current cell/voxel/... Turns out something in another cell can actually be closer than the intersection.

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