Originally posted by Uncinus
Originally posted by Limbo
Yep but I realise is isnt really an issue now since on the vast majority of modern CPUs mult/divs are not so expensive. I don't know why he made this
point - seems to add another argument that his tech or him being in the past. (It might have been when he first started working on the tech.)
I think he was actually talking about ray tracing against an arbitrary polygonal soup, vs ray casting into a octree. Ray tracing uses more math
Let's assume his world his world is made up of instanced octrees he still has to intersect a ray with the tree.
Since the distance to the tree is not a power of 2^n he could use a line stepping alg like you say. or he has to use multiplies to find where the ray
hits the tree. (I know which one I would choose)
Speculating (not really thought about it)
What happens if he doesn't do it that way, he collects all the trees in the view somehow and figures out what nodes he can throw away by some kind of
sieve?
Then he does the ray calcs based on the nodes per pixel (He already knows the tree from the sieve just needs to compute the ray hitting the solid
cube.)
.
edit on 4-8-2011 by Limbo because: (no reason given)