> What you see in a pixel is the integral of the global illumination
> function along a ray through that pixel. POV does this integration
> explicitly, i.e. by sampling. It has to. MAX can do it directly. It
> all comes to simple (compared to noise3d isos :) ) calculus and linear
> algebra.
Well, hopefully PovRay 4 will use more calculus and lineair algebra.... :-)
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