[ LiB ] |
It seems possible to build a leafy BSP tree instead of using the KD Tree to store and retrieve photons for a game. For example if you built a leafy BSP tree you can create a convex hull ( cells ) of where polygons are located. See Figure 14.14.
This means you build the photon map as you build the BSP tree and store the photons in each leaf of the tree. Figure 14.15 shows a room of cells.
The list of photons would be stored in each leaf spatially divided. This would be the perfect candidate for a PVS ( potentially visible set) system where you can build and render each vertex of a triangle (using the real-time technique) for each frame based on the current cells that are visible. See Figure 14.16.
This would definitely shorten the rendering time for a game and manage the data in a better fashion.
[ LiB ] |