POV-Ray : Newsgroups : povray.general : objects not rendering because of distances, etc : Re: objects not rendering because of distances, etc Server Time
2 Aug 2024 12:22:31 EDT (-0400)
  Re: objects not rendering because of distances, etc  
From: Alain
Date: 7 Jan 2005 16:34:45
Message: <41df0075$1@news.povray.org>
Ross wrote:
> "Alain" <aze### [at] qwertygov> wrote in message
> news:41d5efe6@news.povray.org...
> 
> 
>>You hit a hardware limitation, that of the FPU that is "only" 64 bits
>>(double presision). To be able to use such whide ranges, you'd need quad
>>(128 bits) or octuple (256 bits) presision math, with a processor
>>equiped with a FPU capable of such.
>>Maybe some super computer have such a beast...
> 
> 
> If you want it fast, it's a hardware limitation. Isn't it theoretically
> possible to emulate it in software at the cost of speed? (no, i can't offer
> examples... just thought it is possible)
> 
> if someone really cared, it seems they could probably substitute math
> subroutines in povray with a "big math" library.
> 
> i had a course on this in college. i forget every word about it, except that
> I rendered a scene of the intersection of earth with a fictional comet as
> part of a word problem for a  homework assignment. bah
> 
It's absolutely possible to have virtualy infinite presision maths. But it get 
sllooooooooooooooowwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww. How do you think they find new,
bilions digits 
long, prime numbers? And why they find them less than once a year using some super
computers full 
time? You have to simulate pen and paper operations using numerous sub results,
calculating each 
digit individualy.

Alain


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