Re: [brlcad-devel] GPU Boolean Evaluation for CSG Ray-Tracing
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From: Marco D. <mar...@gm...> - 2017-07-21 17:41:59
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Hi, I fixed the problem with the overlap handler and uploaded the patch in the svn (https://sourceforge.net/p/brlcad/patches/472/ <https://sourceforge.net/p/brlcad/patches/472/>). I’ve also uploaded some more new images in my dev log with renders of scenes from the ‘share/db’ directory, which can be found here: https://brlcad.org/wiki/User:Marco-domingues/GSoC17/Log#20-21_July <https://brlcad.org/wiki/User:Marco-domingues/GSoC17/Log#20-21_July> There is still the issue with the materials, that I can look into next. Complex scenes like the havoc.g and the goliath.g, are still taking too much time to render, which I believe comes from the operation of building the regiontable (commenting the function call results in huge differences in execution times), so I think we should look into an alternative to build the regiontable. Right now, to build the regiontable I iterate over all the segments in the partition, and then over the regions to test if the segment bits are in the boolean tree of the region. Perhaps this process could be optimised if the segments had the ‘soltab’ structure, and the respective information on the regions involved for that segment. But I will gather some statistics for these scenes like execution times, total memory allocated, max segments per partition, max regions involved per partition and maybe we will have some other clues of possible optimisations to make on the code! Cheers, Marco |