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  Fastest way to do a software renderer  (Read 1458 times)
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Offline kaffiene
« Posted 2010-06-30 00:53:58 »

Hiya

I was playing with the idea of doing some real time ray tracing in Java.  I found that I could get 50fps for a smallish render size so I thought that interpolating the pixels to get a reasonably enlarged image would be a good idea.  Problem is that the setpixel stuff really hosed the frame rate.  I'd used the create compatible buffer approach to get something that I thought would be reasonably fast to write to.

My question is: with current technology, what's the optimal approach to software pixel pushing in Java?  Should I even be using BufferedImages?  Would I be able to get better performance from an OpenGL buffer, or maybe using SDL?

Anyone done anything like this before?
Offline moogie

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« Reply #1 - Posted 2010-06-30 04:59:07 »

For my java realtime raytracter i directly manipuated the backing Int buffer of a RGB Buffered Image:


to get the backing buffer:

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2  
BufferedImage image = new BufferedImage(width,height,BufferedImage.TYPE_INT_RGB);
int[] imagePixelData = ((DataBufferInt) image.getRaster().getDataRasterBuffer()).getData();


to render a pixel:

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imagePixelData[pixelY*width+pixelX]= (int) (intersection.colour.red*255) << 16 | (int) (intersection.colour.green*255) << 8 | (int) (intersection.colour.blue*255 )


then just draw the image to a graphics object.



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