just another diary

Tuesday, April 5, 2011

Working on KD-tree.

Trying to implement KD-tree for the ray tracer, I solve appearing problems with both environment and the language itself.
Anyway, the result can be found any moment on the github.

Currently I am working on KD-tree, on the build-tree function, to be specific. The most difficult part of it seems to be a SAH function (surface area heuristics).

And the next difficult part would be a traverse-kd-tree function, which is implemented, but I am looking for good testing techniques for it: a 3D geometrical data is difficult to visualize either in console or on screen.

2 comments:

  1. If you've ever used mental ray, they visualize the depth via color. Basically the greater the tree traversal to the primitive, the greater the brightness of it. If your tree had a max depth of 4, and you are drawing the primitive whose depth is 3, you simply color the object depth/maxdepth, or 75% RGB in this case. Expensive traversals visually stand out as being brighter. You could use hue as a heuristic for the number leaves in a tree.

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  2. Great hint, thanks!
    Though I used to play with Brazil and V-Ray, but Mental is pretty straightforward for me, too. I guess, any raytracer would provide enough information for described idea.

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