ray / poly test
Hello,
does anyone know a really really REALLY fast way to do a ray/poly intersection test? I want to do realtime shadows in my game, and i have to do thousands and thousands of tests per frame (which is killing my framerate dead). Thankful for any help,
/Simon
An octree can help speed it up very much!
For a fast algo, you could check out www.realtimerendering.com.
For a fast algo, you could check out www.realtimerendering.com.
Actually, it''s a dead end to try to base real-time shadowing on ANY algorithm whose complexity is proportional to the SQUARED number of triangles, unless you keep that number real low (around fifteen-twenty hundred). In other words, you just can''t afford comparing each triangle with each, even if you do sort out all unnecessary comparisons (because this would be merely LINEAR reduction of SQUARED complexity, hope you get what I mean). Believe me, I''ve wasted a lot of time (about 4 months, actually) trying to do this, and I actually failed to work out anything feasible.
Try using shadow volumes or projective textures instead, you''ll be thus keeping the complexity linear.
Try using shadow volumes or projective textures instead, you''ll be thus keeping the complexity linear.
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