>> If you have some insane isosurface object, it's going to take forever
>> to trace it no matter what bounding algorithm you use.
>
>
> Not necessarily but creating a tight fitting bounding (no matter if
> using BVH or BSP) is difficult for arbitrary isosurfaces.
I once wrote my own system for splitting an isosurface into a grid of
"chunks", so POV-Ray would only sample the function near its surface. I
had constant problems avoiding holes in the surface! :-\
> Concerning which method is 'better' - that quite definitely depends on
> the scene.
Really? I find that supprising. (And one immediately wanders which kinds
of scene each one is "best" at...)
> And note in POV-Ray the BVH method is combined with Vista
> and Light buffers which can speed up things quite a lot in some cases.
Indeed - but it only accelerates camera rays and shadow rays. As soon as
you have any reflection or refraction on your scene (or a weird camera
for that matter) these speedups can't help you.
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