{"id":12,"date":"2006-11-07T15:30:00","date_gmt":"2006-11-07T21:30:00","guid":{"rendered":"http:\/\/70.47.30.137\/~blockos\/blog\/?p=7"},"modified":"2006-11-07T15:30:00","modified_gmt":"2006-11-07T21:30:00","slug":"enter-the-dragon","status":"publish","type":"post","link":"https:\/\/blog.blockos.org\/?p=12","title":{"rendered":"Enter the dragon"},"content":{"rendered":"<p>I backported the <a href=\"http:\/\/en.wikipedia.org\/wiki\/Bounding_volume_hierarchies\">BVH<\/a> i wrote for CRBN to the little and ugly raytracer test. Even if it&#8217;s not the most efficient space partioning method for raytracing, the improvment is quite impressive.<\/p>\n<p>Here&#8217;re some results with the Maneki Neko model rendered on a Athlon XP 1.4GHz with 1GB of RAM. The model contains 62385 points and 124677 triangles. The code was compiled only with the -O flag and the target image was 256&#215;256.<\/p>\n<pre>BVH:<\/pre>\n<ul>\n<li>real 0m8.325s<\/li>\n<li>user 0m6.461s<\/li>\n<li>sys 0m1.505s<\/li>\n<li>174 MB<\/li>\n<\/ul>\n<pre>Without:<\/pre>\n<ul>\n<li>real 25m57.370s<\/li>\n<li>user 24m25.249s<\/li>\n<li>sys 0m5.714s<\/li>\n<li>52MB<\/li>\n<\/ul>\n<p>Nice heh? So i decided to render something a little bit bigger. I chose the <a href=\"http:\/\/graphics.stanford.edu\/data\/3Dscanrep\/\">dragon<\/a> hi-res model. It contains 437645 vertices and 871414 triangles. I haven&#8217;t tried rendering it without BVH. The 512&#215;512 image took 2minutes to render. Unfortunately, i still have some floating point issues. You can notice holes here and there&#8230; I&#8217;ll made some tests using <a href=\"http:\/\/www.cgafaq.info\/wiki\/Pl%C3%BCcker_line_coordinates\">Pl\u00fcecker<\/a> coordinates as it&#8217;s supposed to be more robust.<br \/>\n<a title=\"Dragon\" target=\"_blank\" href=\"http:\/\/blog.blockos.org\/wp-content\/uploads\/2006\/11\/dragon.png\"><img decoding=\"async\" id=\"image30\" alt=\"Dragon (small)\" title=\"Dragon (small)\" src=\"http:\/\/blog.blockos.org\/wp-content\/uploads\/2006\/11\/dragon_s.jpg\" \/><\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>I backported the BVH i wrote for CRBN to the little and ugly raytracer test. Even if it&#8217;s not the most efficient space partioning method for raytracing, the improvment is quite impressive. Here&#8217;re some results with the Maneki Neko model rendered on a Athlon XP 1.4GHz with 1GB of RAM.\u2026 <a class=\"continue-reading-link\" href=\"https:\/\/blog.blockos.org\/?p=12\">Continue reading<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[3,4],"tags":[27,28,15],"_links":{"self":[{"href":"https:\/\/blog.blockos.org\/index.php?rest_route=\/wp\/v2\/posts\/12"}],"collection":[{"href":"https:\/\/blog.blockos.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/blog.blockos.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/blog.blockos.org\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/blog.blockos.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=12"}],"version-history":[{"count":0,"href":"https:\/\/blog.blockos.org\/index.php?rest_route=\/wp\/v2\/posts\/12\/revisions"}],"wp:attachment":[{"href":"https:\/\/blog.blockos.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=12"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/blog.blockos.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=12"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/blog.blockos.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=12"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}