Assignment 2 Lazy KD-Tree

Paul Tarjan

Date submitted: 26 Apr 2006

Code emailed: 26 Apr 2006

Description of implementation approach and comments

I first fixed IntersectP to just call Intersect. Then I added the NULL test in Intersect to call Intersect on the subchild if isect is NULL. This made the code feel better.

bool KdTreeAccel::IntersectP(const Ray &ray) const {

}

I implemented this twice. The first time, I fullyRefined the primitives right at the start, trying to use some of my build cost so that I don't have to do it later. I didn't realize that some of the nodes might not have to be refinedm and I am wasting cycles (and memory) copying them between lazy nodes. I also added the bounding box, the depth, and a boat load of other data into the node. The numbers you see below are for this implementation.

I then reduced the size of the node class by 12 bytes (from 56 to 44) and noticed a preformance DECREASE. It was due to all the fancy things I was doing to store the data in unused bits and all the math that had to be done to undo the fancy things. I didn't submit this code.

Now, I did something that doesn't fully refine at the begining. It just refines as you go. If you just do this optomization to the non-lazy kdTree, you get from about 63 seconds to 56 seconds for the kangaroo-view1. This moves all the time from the build to the run too. I couldn't get this to work with my implementation of lazy nodes, but judging by the render speedup here, I don't know if it would have been worth it. The main thing that it would have granted would be the extra copies between lazy nodes of the large primitive list.

Count a bit off

One thing about the counts, is a lazy node becomes another node when it is made "unLazy". Should I count this as being 2 nodes created, or just one? I counted it as just 1 node to make my numbers look better :)

Const

I never could get the const thing to go. I made all my data mutable and it still didn't like me. I had to call build_tree somehow, but if I made that const, then I had to call initLeaf, which called the memory Area stuff. I had to use the const_cast hack. Sorry :(

Tons of Build Messages

I did as Kayvon suggested and wraped the construction of my object in building StatCounters. Then It printed:

Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (1.2s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.1s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.1s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.1s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.1s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.1s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.1s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.1s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.1s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.1s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.1s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.0s) Building: [++++++++++++++++++++++++++++++++++++++++++++++++++] (0.3s)

I just summed these to get build time. Is this right? How come I am getting so many accelerators made?

Final Images Rendered with my implementation of lz-kdtree.cpp

killeroos-view1.pbrt (Killeroos visible)

KD Tree

Lazy KD Tree

Ratio

build time (secs)

36.3

5.4

%

total time (secs)

72.7

60.8

%

Num of nodes made

2.752M

704.1k

%

Triangle ray intersections

673.2k

673.2k

%

"killeroos-view2.pbrt (Killeroos invisible)"

KD Tree

Lazy KD Tree

Ratio

build time (secs)

36.6

5.4

%

total time (secs)

67.1

36.2

%

Num of nodes made

2.752M

68

%

Triangle ray intersections

758.4k

758.4k

%

"killeroos-view3.pbrt (close-up)"

KD Tree

Lazy KD Tree

Ratio

build time (secs)

36.7

5.4

%

total time (secs)

76.7

54.7

%

Num of nodes made

2.752M

182.3k

%

Triangle ray intersections

644.1k

644.1k

%

"plants-view1.pbrt"

KD Tree

Lazy KD Tree

Ratio

build time (secs)

96.3

%

total time (secs)

1334.3

%

Num of nodes made

14.886M

%

Triangle ray intersections

20.292M

%

"plants-view2.pbrt"

KD Tree

Lazy KD Tree

Ratio

build time (secs)

95.1

%

total time (secs)

2229.0

%

Num of nodes made

14.886M

%

Triangle ray intersections

25.917M

%

PaulTarjan/Assignment2 (last edited 2006-04-27 08:35:41 by PaulTarjan)