Has Odeon been optimized for fast calculations?

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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