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> No, POV-Ray supports NURBS as much as most other renderers support them
> - by rendering meshes generated from them.
Sure, POV-Ray supports triangle meshes - but you'd need an external
application to generate a triangle mesh from a NURBS mesh (of course SDL
could do this, but it's quite slow when you need to tesselate thousands
of NURBS patches).
The scene file containing triangle meshes is much larger than the file
describing just the NURBS, this can be a problem for distributing the
scenes via the internet (e.g. for the Internet Movie Project).
Another problem when tesselating "outside" of POV-Ray are the trim curves...
> It is possible to directly raytrace NURBS of course but that is rarely done.
I've read some papers about directly ray-tracing bezier-patches (I think
NURBS would work quite similar) - The conclusion was that it's also just
an approximation, and a tesselated triangle mesh of the same quality
would render faster, so there would be no real advantage in raytracing
"directly".
> No. No algorithm commonly used to directly raytrace NURBS would allow
> displacement mapping. So the above statement does not make sense.
I meant the tesselation approach (as used in POV-Ray for
bezier-patches). Theoretically it should be possible to add
displacement mapping to the bezier-patch tesselation code.
The big advantage of doing displacement mapping within POV-Ray would be
that all the patterns that can be used for bump-mapping could be re-used.
Don't get me wrong. Iso-Surfaces are a really cool feature of POV-Ray
and offer a lot of possibilities. Its just a bit of an overkill to use
this feature for displacement mapping...
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