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Warp nous apporta ses lumieres en ce 27/02/2006 01:09:
> Patrick Elliott <sha### [at] hotmail com> wrote:
>
>>But, is it actually slower than for a regular line? I mean, sure, the
>>calculation may require a few more math steps, but intersections still
>>require the same sort of testing, even for a straight line right? Maybe I
>>am wrong.
>
>
> You have to test a straight line against the scene once. A spline would
> have to be tested hundreds or thousands of times.
>
You'd need some spacing for the tests. To small and it takes for ever. To large and
you can go right
trough several objects. Then, it a test get inside an object, take a new point between
the last and
next to last, test again until you reach a sufficient confidence value.
It will take very long if you only have simple primitives, and now the fun beggin when
you add
torus, superellipsoids, sphere_sweeps and the nightmare is on you as soon as you add
some
isosurfaces. And you *think* that radiosity with photons, scathering media,
reflections and
transparcy, togheter with many area_lights, and area_light photons make for long
render time? Does
anybody have a cluster of 100GHz computers at hand?
--
Alain
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REMEMBER: WHATEVER HAPPENS, HAPPENS FOR A REASON.
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