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Warp <war### [at] tagpovrayorg> wrote:
> Actually I think that the imposed maximum value for distances is much
> smaller than would be possible with 64-bit floating point numbers (which
> POV-Ray uses) at a good precision
Well, a small correction: This is subjective.
It's rather easy to reach floating point accuracy limits even with
the current limitations.
In regular scenes you will probably never find any artifacts due to
inaccuracy, but this simple scene shows that you don't even need very
extreme values to get artifacts. In this case the artifacts are produced
because of an unusually small 'angle' value of the camera:
camera { location -z*1e5 look_at 0 angle .002 }
light_source { <10,20,-30>, 1 }
sphere { 0,1 pigment { rgb 1 } }
There's no "fix" for this possible. (Well, the only fix would be using
floating point numbers with many more bits, eg. 128 bits long or larger,
but with current hardware that's not possible.)
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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