|
![](/i/fill.gif) |
Nicolas Alvarez wrote:
>
>> David Buck wrote:
>>
>>> Very strange. When POV-Ray was first written, there were no .obj,
>>> .mdl or .3ds formats. POV-Ray used its own format which developed
>>> into a sophisticated programming language for scene design. Because
>>> of this design, we are able to do amazing things with POV-Ray which
>>> can't be done with traditional scanline algorithms working on polygon
>>> meshes. The results can be breath-taking and are IMHO unrivaled in
>>> the scanline world.
>>
>>
>> Even Pixar's renderer turns to ray-tracing for some of its effects.
>
> I thought it was all raytraced, at least for the final scenes.
Ray tracing was added to their renderer for Cars. Up until then their
renderer was a z-buffer thingy. Even now the ray-tracing is only used
for shading reflective surfaces and ambient occlusion. The ray-tracing
is only used to trace objects near the reflective surface (for
performance reasons); objects beyond that distance are represented using
environment maps. Things which are not reflective use other shading
techniques. Once the object is shaded it is z-buffered in regardless of
how it was shaded. You can find their papers at http://graphics.pixar.com
Regards,
John
Post a reply to this message
|
![](/i/fill.gif) |