TABLE 2.
Comparison between OFB and Octree-Based Surface Paintings on the GPU
| Construct (ms) | Paint (fps) | Memory (MB) | ||||
|---|---|---|---|---|---|---|
| Octree (8/9/10) | OFB (2562/5122/10242) | Octree | OFB | Octree | OFB | |
| Bunny | 4934 / 15732 / 56445 | 3.0 / 4.5 / 7.0 | 25/12/3 | 360 / 343 / 309 | 4.25 / 16.1 / 52.4 | 6.75 / 27 / 108 |
| Horse | 4002 / 9818 / 31557 | 3.6 / 5.2 / 8.0 | 32/18/5 | 426 / 416 / 401 | 1.5 / 5.8 / 24.3 | 5.62 / 22.5 / 90 |
The GPU octree implementation is publicly available at http://lefebvre.sylvain.free.fr/octreetex/. The table shows the performance (including painting and rendering) and memory requirements for octrees of depths 8, 9, and 10, and respective OFBs with sampling grids of sizes 2562, 5122 and 10242. The first row gives the times for OFB and octree construction. The memory requirements of the octree implementation include only the color data stored at the leave nodes of the data structure. The additional memory required by the index structures could not be measured with the given implementation.