spherical-volume-rendering / svr-algorithm

A spherical volume rendering algorithm that performs ray casting through a spherical voxel grid.
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Reduce std::cos, std::sin calls in SphericalVoxelGrid #122

Closed cgyurgyik closed 4 years ago

cgyurgyik commented 4 years ago

Since cosine and sine are symmetric in both the x- and y- direction, we can reduce the number of calls even further. This shouldn't be too difficult, I just need some time to think about how to do so elegantly.

There is no restrictions on num_angular_voxels, num_azimuthal_voxels other than its > 0, so odd numbers also need to be considered.

Currently, this is still far from being the performance bottleneck, so I'm keeping in mind Amdahl's law for now.

cgyurgyik commented 4 years ago

This is unnecessary for now.