A tale of two triangles

Discussion related to the implementation of new features & algorithms to the Core Engine.

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Re: A tale of two triangles

Postby psychotron » Wed Jan 06, 2010 6:03 am

oh micropoly displacement.. finally some real bumps - nice work lord keep it up :)
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Re: A tale of two triangles

Postby jeanphi » Wed Jan 06, 2010 10:11 am

Hi,

Thanks for the number, but I was asking more for comparison to the current subdivision scheme: ie how fast renders a triangle subdivided 50 times with the current subidivision code and displaced and how fast renders the same triangle dynamically subdivided and displaced. This is the really significant metric. A single triangle will obviously be faster to render than millions of triangles :)

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Re: A tale of two triangles

Postby Lord Crc » Wed Jan 06, 2010 1:31 pm

Ah yes, however it's very hard to give a proper comparison as the loop subdivision shrinks the original mesh.

I don't see it as a replacement for loop subdivision though...
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Re: A tale of two triangles

Postby psychotron » Wed Jan 06, 2010 2:12 pm

on the side note.. are there still plans to implement catmull-clark subdivision into lux instead of loop subdivision?
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Re: A tale of two triangles

Postby jeanphi » Wed Jan 06, 2010 2:32 pm

I thought there was an option to preserve edges, so that meshes with discontinuities could be subdivided.

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Re: A tale of two triangles

Postby psychotron » Wed Jan 06, 2010 3:16 pm

ot but isn't subdivision by loop algo different then with catmull-clark algorithm?
catmull-clark doesn't preserve edges either (as implemented in blender.. only simple subdiv preserve them)

edit: oh I misunderstud comment..
Last edited by psychotron on Wed Jan 06, 2010 3:40 pm, edited 1 time in total.
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Re: A tale of two triangles

Postby Lord Crc » Wed Jan 06, 2010 3:35 pm

Ah yes, totally forgot about that feature :oops:

Anyway, I'll do some more proper benchmarks when the bugs are out. Currently it has some issues with rays starting within the subdivision volume.
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Re: A tale of two triangles

Postby jeanphi » Wed Jan 06, 2010 3:43 pm

When you're done, it'll be able to fully replace the heightfield primitive. That's a nice fallout I think. And while you're at it, don't forget to implement proper NURBS and strands and ... :P

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Re: A tale of two triangles

Postby namekuseijin » Thu Jan 28, 2010 3:56 pm

ow man! Can't wait! Blender's limit with subsurf is 6 -- of course, my memory usually limits that before. Thankfully, not for this! :D
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Re: A tale of two triangles

Postby SATtva » Thu Jan 28, 2010 4:11 pm

namekuseijin wrote:Blender's limit with subsurf is 6

Did you know you can add several subsurf modifiers to an object? ;)
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