[Radiance-dev] Mesh Rendering Performance
Greg Ward
gregoryjward at gmail.com
Tue Feb 28 18:25:45 CET 2006
P.S. Actually, you're right. I should have counted the two
multiplications by the same reciprocal as a single divide.
Sorry.
-Greg
> From: Greg Ward <gregoryjward at gmail.com>
> Date: February 27, 2006 5:06:43 PM PST
>
> 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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