Triangle Meshes

Posted: October 31, 2011 in RayTracing

I added the functionality to bring in meshes using my 3ds Max exporter to render more interesting objects. This also meant introducing an acceleration structure due to the number of triangles. I implemented both an Octree and a kd-tree, both work well but the kd is more efficient and renders slightly faster, as its nodes are implemented using only 4 bytes, in a fixed array, as opposed to a linked list, so they’re a lot more cache friendly. I also implemeted the recursion using a while loop instead of stack recursion which provided a little improvement too.




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