Kd-tree Cache
I’ve just added a caching mechanism for the kd-tree.
It makes a huge difference in start-up time for complex meshes: Kd-tree construction for a 10 million triangle mesh takes quite some time (Ok, my construction routine may not be the fastest…) but once cached, rendering can start nearly instantaneously.
I’ve also noticed that kd-trees my renderer generate lend themselves to compression fairly well. E.g., the tree generated for the Stanford repository’s Asian Dragon weights around 124 MB, but a standard zip slims it down to 53 MB.
Hence, I’ll certainly add compression support to the cache.
That brings up the question: What does a high compression ratio say about a tree’s quality?
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