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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