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Status of DX11RayIntervalSplatting? #9

@ScottJohnson2718

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@ScottJohnson2718

I am using VoxelHash with a Geforce965M and a Kinect V1. The camera is fixed on the desk so the scene is just the wall opposite my desk with another desk and chair in the scene. The scene is one frustum and is pretty small. A sample timing snapshot is

Total Time Filter Color: 0.204405
Total Time Filter Depth: 1.21188
Total Time RGBD Adapter: 1.15558
Total Time RayCast: 39.6679 <--- Look here
Total Time Compactify Hash: 1.15764
Total Time Alloc: 0.35257
Total Time Integrate: 0.358649

Obviously the rayCasting is taking the most time by far. There is code to implement splatting of some sort in the ray caster. Splatting is a fast way to render a lot of voxels. Perhaps the original authors tried this approach and either gave it up or ran out of time. Currently in VoxelHash the rayIntervalSplatting isn't being called but the code is still there.

How far was this taken and am I right in thinking that it was coded to address the rayCasting speed?

Scott

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