Re: pfPartition nodes

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Jim Helman (jimh++at++surreal)
Tue, 16 Jan 96 14:35:03 -0800


Partitions work in 2.0. Note that partitions net their largest gain
by traversing the closest geometry first in high depth complexity
scenes. When only the closest intersection is requested (the
default), this ordering avoiding repedated expensive tests against
geometry. Also, partitions can be useful if the scene graph has
really lousy spatial organization.

They give about a 2X gain in the center of the town with with
perfly's drive model (one seg down, one seg forward). But on
something with good spatial organization and low depth complexity,
e.g. terrain in a quad tree as produced by tgen.post, the performance
difference is zilch because any gain in libpf traversal is more than
offset by the separate traversal for each line segment.

rgds,

-jim helman

jimh++at++surreal.asd.sgi.com
415/933-1151


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