RE: [Algorithms] Pack My Spheres Up Your Frustum
Brought to you by:
vexxed72
|
From: Ratcliff, J. <jra...@ve...> - 2000-10-13 20:46:24
|
I've been developing a really cool tree structure for representing dynamic data. It represents things in a hierarchy of balanced spheres. This is used for collision detection, ray tracing, range searching, and AI. The main feature of the algorithm is that the tree can be updated in a virtually CPU free fashion. That way you can have thousands of objects in motion and pay almost no CPU to update their locations in a continuously valid tree. Since the tree is always valid you can parse the hierarchy for ray-tracing, visibility culling, and range searching. I have a visualization tool that is fairly self-explanatory. It's cool to watch the data structure constantly adapt itself to the new spatial organization each frame. Spacebar pauses, single steps, enter key goes back to full speed. John -----Original Message----- From: Pierre Terdiman [mailto:p.t...@wa...] Sent: Friday, October 13, 2000 3:30 PM To: gda...@li... Subject: Re: [Algorithms] Pack My Spheres Up Your Frustum > Also, the code at my web site is constructed to provide algorithmic > solutions. Sometimes I pay attention to the need for optimizations at a > *high level*, but you will not find hard-coded assembly. I develop on a PC, > but intend the code to be portable for folks who do not. Use the code with > a grain of salt, but feel free to optimize it for a specific platform. Also > avoid making timing comparisons with it and your own code as a way of > arguing whether or not one algorithm is better than another. And finally, > never assume my code is correct or robust :) Test it for your own > applications. Right, the actual comparison was probably irrelevant, sorry. I just wanted to point out two things: - sphere-sphere test may not be the fastest (as I've heard and read too many times) - one can speed up the AABB-AABB test by writing it that way. I added the code just because if I hadn't, someone would have asked for me to prove my assertions :) Of course, in no way I intended to say your code was "slow". I think it's just a good idea to use a "reference implementation" such as Magic when drawing comparisons. Pierre _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |