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Member Since 30 Nov 2009
Offline Last Active Aug 05 2016 09:21 AM

#5250914 Triangle-AABB intersection test

Posted by on 06 September 2015 - 05:54 PM

I'm done with implementation: I have the following informations and comparisions:


# Objects: 4

# Triangles: 34,378

Render method: Raycasting

Render size: 640x480


Time without Octree: ca. 8  minutes

Time with Octree: 35 seconds (15s for loading and building, 20s for rendering).


And of course, the results look the same ^^. Thx a lot for your advices.

#5248529 One or multiple octrees

Posted by on 24 August 2015 - 08:14 AM

Hey guys,


I want to implement octrees in my hard coded raycasting/raytracing algorithm (no OpenGL or DirectX). I'm also able to load Wavefront OBJ files. But with more and more triangle meshes involved rendering takes longer and longer.


I think octrees are a good data structure for storing surfaces. I don't know which form of octrees is better.

  • one octree for the whole rendering scene
  • multiple octrees, one for each object

What's your opinion?


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