[Radiance-dev] Mesh Rendering Performance

Greg Ward gregoryjward at gmail.com
Tue Feb 28 02:06:43 CET 2006


Hi Marcus,

I believe the version with one division is when you have stored the  
surface normal, which is fine for normal polygons in Radiance, but  
not for the mesh code.  For the mesh code, I would be using the  
original version, which doesn't require any additional storage.

-Greg

> From: "Marcus Jacobs" <marcdevon at hotmail.com>
> Date: February 27, 2006 4:54:01 PM PST
>
> Greg,
>
> You mentioned that the Moller-Trumbore method required two  
> divisions.  For the code that I implemented,  I only needed one  
> division at the end to determine the ray length. Here is the page  
> for various versions of the source code.
>
> http://www.cs.lth.se/home/Tomas_Akenine_Moller/raytri/raytri.c
>
> I used the one without early division. If I am correct, this code  
> without early division supports two sided objects.
>
>
> Regards,
>
> Marcus
>



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