First, I apologize for this gross question, but I don’t want to enter too many details, so I just ask for a related resource, such as articles , libraries or tips .
My program needs to do an intensive calculation of the intersection of triangle rays (there are millions of rays and triangles), and my goal is to do this as quickly as possible.
What I've done:
Use the fastest ray-triangle algorithm I know.
Use Octree. (From Game Programming Gem 1, 4.10. 4.11)
Use the Efficient and robust Ray-Box intersection algorithm used in the octree algorithm.
This is faster than before I applied these best algorithms, but I believe it can be faster. Could you shed light on any possible places that could make it faster?
Thanks.
The place to ask these questions is ompf2.com . A forum with real-time (though not real-time) topics raytracing
The OMPF forum is the right place for this question, but since I'm here today ...
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