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David Curtis wrote:
>
> Questions, questions, questions, ...
>
> I've just read from the docs that POV converts the bicubic patch into
> triangles. My question is why? It seems obvious that it must have something
> to do with computation time, and the fact that there is no great advantage
> to spending the time calculating a intersection point for every ray. Does
> that sound right?
Yes.
A bicubic patch would have to be represented by a sixth-degree polynomial.
There are methods to calculate ray-surface intersections with a sixth-
degree surface, but they are slow and imprecise. In most cases a bicubic
patch, with u_steps and v_steps set to three, provides just as good an
end product, but renders far more quickly.
Regards,
John
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