First, I am sorry for this rough question, but I don't want to introduce too much details, so I just ask for related resource like articles, libraries or tips.
My program need to do intensive computation of ray-triangle intersection (there are millions of rays and triangles), and my goal is to make it as fast as I can.
What I have done is:
Use the fastest ray-triangle algorithm that I know.
Use Octree.(From Game Programming Gem 1, 4.10. 4.11)
Use An Efficient and Robust Ray–Box Intersection Algorithm which is used in octree algorithm.
It is faster than before I applied those better algorithms, but I believe it could be faster, Could you please shed lights on any possible places that could make it faster?
Thanks.
The place to ask these questions is ompf2.com. A forum with topics about realtime (although also non-realtime) raytracing
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