Sven Woop Triangle : kind of improvement ?

Practical and theoretical implementation discussion.
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Sven Woop Triangle : kind of improvement ?

Postby spectral » Mon Oct 15, 2012 9:03 am

Dear all,

I'm currently using the Sven Woop method for triangle intersection on the GPU . Notice that my code is currently 'based' on the same method as here :

but one of my main problem now is that I need to retreive the triangles points, because :
a) I need to refine the intersection point
b) I need to compute the geometric normal
c) I need to compute the 'uv' mapping coordinates

For now, I store some vertices information in global memory, without accessing the global memory I have 400 FPS and with I have 320 FPS (With Sponza).
So, it is a big performance drop !!!!

So, I'm searching a way to compute all theses informations, maybe directly from the Woop triangle information. Mainly I need the 3 triangles points.

So, I would like to know if you have an idea to computes any of theses datas (based on the current intersection datas) without global memory access ?

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