DigitalLibrarian / VS2010Projects

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Efficient Ordered Oct Tree Ray Cast #52

Closed DigitalLibrarian closed 8 years ago

DigitalLibrarian commented 8 years ago

New screen to drive the oct tree ray casting development.

Experiment with a tree depth that goes all the way down to voxel level and computing the coordinates of individual voxels based on intersected leaves. If that can be made fast, it will be preferred.

Otherwise, only use tree depths down to chunk size.

DigitalLibrarian commented 8 years ago

18 has info on implementation research that has been done.

DigitalLibrarian commented 8 years ago

HERO is fast enough to run on trees bigger than I have time to make. This issue is closed.

I tested it with a tree of depth = 8. That's 8^8 leaves and it didn't even make the fps drop for a single frame.