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Zeger Knaepen wrote:
> uhm, I'm not a programmer :)
>
> But I was wondering about something.. Can someone explain me how exactly
> that bounded_by-stuff works? If I'm right, the raytracer first checks if a
> ray intersects with the bounded_by-object using a simple form of raytracing
> itself. Couldn't that be made faster by first doing a scanline rendering of
> the bounded_by-objects, and then only raytracing the pixels that are inside
> those objects? Of course it would have it limitations, like you can't use
> spheres for bounded_by-objects, and it will only work with the
> default-camera-type (perspective or whatever it's called), but I think it
> would be a little bit faster...
>
> Well, I don't know. I'm not a programmer, so it might be a real stupid
> id...
>
That's about what the vista buffer does IIRC.
Bounding generally works with boxes, because they are quite fast to
compute. Manual bounding using bounded_by{} is only useful in certain
cases like complex CSG or hierarchical bounding of unions.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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