Yes, much effort has been put into optimizing the calculation speed of ODEON over the years. It is not possible to mention all techniques implemented, but here are a few examples:
ODEON uses a dynamically sized 3D cubenet that stores which surfaces intersect each cube. This allows the program to check only a small portion of relevant surfaces during each wall or ray collision, instead of all surfaces in the room.
Parallel processing is used extensively during calculations. ODEON makes use of CPU-specific instructions (MMX, SSE, SEE2…) in order to carry out multiple calculations in one operation (e.g. multiplying x, y and z coordinates with a constant in just one operation instead of three).
Image sources are detected using ray tracing. Rays can only be emitted from valid image sources; therefore, only such image sources can be detected. ODEON then uses a tree data structure in order to ensure that image sources are added only once.
Apart from the above, the ‘Late-ray’ method is capable of producing many reflections at a receiver with just a few rays. For a description of the calculation method please read the ODEON manual.
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