Sven Woop Triangle : kind of improvement ?

Practical and theoretical implementation discussion.
spectral
Posts: 382
Joined: Wed Nov 30, 2011 2:27 pm
Contact:

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 :
http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/

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 ?

Thanks
Spectral
OMPF 2 global moderator

Return to “General Development”

Who is online

Users browsing this forum: No registered users and 8 guests