Posted 13 December 2012 - 01:48 PM
For voxels, definitely go for octree - you won't find better suited acceleration structure for voxels. On the other hand if you're with triangles, you can go either with KD-trees (those created in O(n log n), are quite useful - although still too slow for real time editing), or BVHs/QBVHs - they're a bit faster to create and if you create your BVH on GPU, it can take just a few seconds for power plant.
Ad fps, I can get around 15-30 fps (varies with camera position ofc) in Sibenik on Mobility Radeon 5470 (no magic involved, though viewport is 800x600), and way lot more (basically inmeasurable, it jumps a lot over 100 fps - if I use some 1920x1080 viewport, then in falls to like 30 - 50 fps - varies with different view of course) on Radeon HD 6870 at home. Although I'm using KD-trees, and precomputation of KD-tree takes quite a time (about 3 seconds for Sibenik, when I need rly HQ tree, otherwise I can get under a second, but ray tracing is slower then of course ... acceleration structure creation runs on CPU).
My blog about game development (and not just game development) -
http://gameprogramme...y.blogspot.com/
If you don't know how to speed up application, go "roarrrrrr!", hit the compiler with the club and use -O3 :D