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Eric Freeman wrote:
>
> Hey all,
>
> Here's the code which causes the problem with the torus.
> ...
> camera {
> ...
> location <0,0,-10000>
> ...
> torus {
> 1.3, 0.7
> ...
Size of distance from eye to torus ~ 10000. After substitution into
fourth order equation, yields values ~1.0e16. Solve for values of order
~0.01 (for a 1.3 rad torus filling 100 pixels). Requires more than 18
digits of precision.
Double precision on standard Intel chips is ~15 decimal digits.
Result: lots of speckles in torus.
Fix: Intersect ray with bounding box of torus before solving quartic.
Move start point of ray to point of intersection. Speckles go away.
Workaround for current POV-Ray? Don't know, perhaps intersect torus
with a box that is a little bigger than it to force ray origin to be
closer.
Xander
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