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Newsgroups: comp.graphics.rendering.raytracing
From: "tbp" <tbp...@gmail.com>
Date: 11 May 2005 08:13:02 -0700
Local: Wed 11 May 2005 16:13
Subject: Re: Mini ray tracer
Jon Harrop wrote: As we're obviously both right, and in fine it's a matter of tradeoffs, > > So what? The fact is that implementation quality matters just as much. > No, it doesn't. If you can reduce your algorithm from O(n) to O(log it would pointless to argue further more. > > A program has to run on a given machine at some point. now. > True. I'm not saying that it is not worthwhile to optimise a ray I beg to differ. You can't simply plug in some SIMD scheme on top of that as an afterthought, because it's tightly coupled with the way you represent things. That's one of the common pitfall of OO abstraction. Wald discuss that point a bit in his thesis and i couldn't agree more. But i know it's a not a very popular opinion atm. > I would be very interested to see a highly optimised version of my There's certainly lots of angles to attack that problem ray > tracer. I think a lot of people could learn from a set of web pages which > show how to optimise the programs. If you're willing to help and I can find > the time then I'd like to do this sometime. (algorithmically or not), but i doubt any of them could fit within 100 LOC. Beside C++ idiomatic issues, a better memory layout could certainly help. That's, perhaps, the lowest hanging fruit (that or 'cheating' with lower numerical precision, ie for square roots). Anyway as i've already invested some time in a c++ version, i'm open to > I wouldn't call this kind of stuff C++: But that's legit C++. > a = _mm_load_ps(inp_sse1); C++ is C on steroids while C itself is just a gloried assembler. No matter how much OO or syntactic sugar you pour onto it. I kinda apreciate to be able to code to-the-metal. To each, its own. You must Sign in before you can post messages.
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