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Peter Popov <pet### [at] usa net> wrote:
: I would bet. There a gazillion quick, effective and good-looking
: methods that rely on a polygon-based scene (radiosity, global
: illumination, caustics, physical interraction etc. etc.)
Uh? Radiosity (ie. the specific algorithm called "radiosity") may depend
heavily on tesselation, and perhaps that physical interaction, but the
others I don't understand. We have global illumination and caustics already
in povray (patched or not). They do not need tesselation. And the algorithm
called "radiosity" is obsolete since we have the stochastic method that works
pretty well.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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